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[v1.51] Kale, a Halfling Barbarian for BG:EE + SoD

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Introduction

A teller of tall-adventures he may or may not have had, Kale is a heroic seeming haflling from Gullykin, with a quick grin and a dashing cloak. However, he seems more grim than he appears, a smile hiding insecurities and frustrations with the inability to be great.

Your party provides a chance for him to prove himself to himself and the rest of the world, and he'll gladly bring on his canny ability to take a lot of hits and keep standing, his wit and charm, and his swing to help the party through whatever they are to endure.

In BG:EE Kale can be found in Gullykin, ready to get out into some action with the right group.

In SoD, Kale can be found in the Elfsong Tavern.

Details

Race: Halfling
Class: Barbarian OR Warden

STR: 16
DEX: 17
CON: 18
INT: 11
WIS: 9
CHA: 12
Total: 83

Kit

Kale uses the Barbarian Class in BG:EE, but in BG2 and optionally in BG:EE he comes with the Warden Kit

Warden: A warrior tradition placing emphasis on fighting in pairs, these warriors work best with a partner next to them, who they choose to elevate their ability in combat. The Warden takes on the defensive role in the pair, while their partner, the Ward, receives elevated offensive prowess. This comes at the cost of the own Warden’s skill with weapons being inferior to other fighter traditions, but there are few other partners one would wish to stand next to.

Advantages:
-Hit Die:d12
-May use WARD once per day. Gains one use at level 1, one use at level eight, an additional use every eight levels thereafter.

WARD: Designates Target as the Ward. The Ward is granted greater offensive prowess, while the Warden gains penalties for the same amount in place of bonuses to their defense for one turn. The bonuses vary on level. It does not stack with itself, and if the ward is changed, the previous ward loses their bonuses.

Level 1: The Ward receives +1 Damage bonus, -1 Thaco. The Warden receives penalties for the same amount, but gains 10% resistance to physical damage and regenerates 1 Hitpoint per 6 seconds.

Level 8: The Ward receives +2 Damage Bonus, -2 Thaco. The Warden Receives penalties for the same amount, but gains 20% Resistance to Physical Damage, and regenerates 1 hitpoint per 3 seconds.

Level 16: The Ward receives +3 Damage bonus, -3 Thaco. The Warden receives penalties for the same amount, but gains 30% Resistance to Physical Damage and regenerates 1 hp per second.

Disadvantages:
-May only become specialized in ranged weapons, and may not exceed mastery in any other weapon.


Disadvantages:
- No Pickpocketing Skill.
- Can only be proficient in club, dagger, crossbow, and quarterstaff.~

Mod Content

– One new party member with the Barbarian class and a unique item
– 7 friendship talks with the PC in BG1, 6 in SoD
– Banters with every BG:EE and SoD NPC
– A questline in BG1 and SoD
– A romance with any gnome, dwarf, or halfling PC in Siege of Dragonspear.
– Crossmod content with Emily, Helga, Vienxay, and Recorder.
- Optional Music Soundtrack

vrnc5gnk0ds9.png

Q&A
Q: Is this mod compatible with EET?
A: Yes. (If for some reason it is not, let me know.)

Q: Will you merge this mod with the other four in a single download?
A: Currently this is difficult for BG1, as the first three were heavily traified, and share some file names with the same number scaling. This means a lot of renaming would be required to get the mod to work. Thus I would rather spend time developing content for BG2 than configuring them in one file. It's not an explicit no, but definitely low priority at best. The BG2 parts of these mod however, will be an all in one file with convenience in mind.

Q: When will the BG2 content be released?
A: I'm in planning stages at the moment, and will start writing/coding officially on the 1st. I'll make a thread on that date in the BG2 mod section where you can follow progress. My estimated time of completion is an ambitious March. That'd be the one year anniversary of my first three mods.

If you have other questions, post below and I will respond swiftly.
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Help with EET install order

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Hi. I want to ask you for checking my mod order for ETT installation:

Beginning:
EET
Ascension

UI:
LeUI
Hidden Gameplay Options

Quests:
Adalon’s Blood
Assasination
Back to Brynnlaw
Baldur’s Gate Mini Quest and Encounters
Dingo’s Quest pack
I Shall Never Forget
Innershade
Ooze's Lounge
Reunion
Southern Edge
Stone of Askavar
Tales of the Deep Gardens
The Grey Clan
The Lure of Sirine’s Call
The White Queen
Tower of Deception
Wheels of Prophecy

Restoration:
Almateria's Restoration Project
BG1UB
BG2UB

NPCs:
Xan
Imoen Friendship

Banters:
Banter Pack
Romantic Encounters
BG1 NPC Project
CoM Encounters
Lucy the Wyvern

Items:
Thalantyr Item Upgrade
The Item Upgrade
TeamBG Weapons and Armors Pack

Map:
BG Travel

Sounds:
Etamin sounds pack
Restore HQ Sounds Clips for BG2EE

Portraits:
Artaport

Kits:
Rogue Rebalancing
Wizard Slayer Rebalancing
More Style for Mages

Tweaks:
Rough World
EET Tweaks
Scales of Balance
Tweaks Antology
aTweaks

Scripts:
Sword Coast Stratagems

I'm not sure about few things:
1) What goes last? aTweaks or SCS?
2) How to order Rough World, EET Tweaks, SCS, aTweaks, Scales of Balance and Tweaks Anthology?
3) I'm not sure where to put Rogue Rebalancing, Wizard Slayer Rebalancing, and More Style for Mages. Do they count as kits or as tweaks?
4) Should some components be splited? I once noticed order like this:

1. Ascension
2. RR (except components 9,10,11,12,999)
3. SCS
4. RR, remaining components if wanted
5. ATweaks

5) I wasn't sure where to put restoration mods. It it ok?

Thanks for help in advance.

[v1.5] Emily, a Half-Elf* Archer for BG:EE + SoD

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Introduction

Meet Emily, an Archer all the way from Tethyr. Making the journey to meet her birthmother, the closing of the road to Baldur's Gate unfortunately has impeded her journey.

In the meantime however, she is happy to make herself helpful in her party, sporting skills in ranged combat and the ability after her talks have progressed to create arrows for the party, though only a limited amount of special arrows can be crafted. She can also modify certain bows, though only once ever, so choose the ranged weapon you wish her to enhance wisely.

In BG:EE/SoD she can be pursued for a romance with best success by any tall male, while in BG2 there is no gender restriction, the race restrictions still apply (No dwarf, no halfling, no gnome).

Details

Race: Half-Elf*
Class: Archer or Arcane Archer
Alignment: Neutral Good

STR: 13
DEX: 18
CON: 14
INT: 14
WIS: 14
CHA: 16
Total: 86

*Emily's actual race is revealed later.

Mod Content

– One new party member using the Ranger Archer Kit
-Can select Arcane Archer or Arcane Archer/Wizard if the Artisan Kit pack is installed.
-Can Craft Arrows once per day after her fifth BG1 Talk, and enhance a bow once only.
– 9 friendship talks with the PC in BG1, 6 in SoD
– Banters with every BG:EE and SoD NPC
– A questline in BG1.
– A romance with any elf, half-orc, human, or half-elf male PC in Siege of Dragonspear (No gender restriction in BG2)
– Crossmod content with Sirene, Vienxay, Helga, Kale, and Recorder.
- Optional Music Soundtrack

vrnc5gnk0ds9.png

Q&A
Q: Is this mod compatible with EET?
A: Yes. (If for some reason it is not, let me know.)

Q: Will you merge this mod with the other four in a single download?
A: Currently this is difficult for BG1, as the first three were heavily traified, and share some file names with the same number scaling. This means a lot of renaming would be required to get the mod to work. Thus I would rather spend time developing content for BG2 than configuring them in one file. It's not an explicit no, but definitely low priority at best. The BG2 parts of these mod however, will be an all in one file with convenience in mind.

Q: When will the BG2 content be released?
A: I'm in planning stages at the moment, and will start writing/coding officially on the 1st. I'll make a thread on that date in the BG2 mod section where you can follow progress. My estimated time of completion is an ambitious March. That'd be the one year anniversary of my first three mods.

If you have other questions, post below and I will respond swiftly.
bi1bphuvqfow.png





[v1.98] Shadow Magic

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SHADOW MAGIC

  • Link to mod page at my site: https://artisans-corner.com/shadow-magic/
  • Note: this mod is only compatible with versions 2.0+ of BG:EE, BG2:EE and IWD:EE.
"There is a dark secret hidden within the walls of Candlekeep, forbidden to be spoken of among the scribes and monks even in hushed voices. A well of shadow magic, fueled by darkness and loss, shunned by most practitioners of the arcane arts. Such powers originate from the realm of the Shadow Weave, the distorted mockery of Mystra's Weave created by Shar, the Nightsinger. So obscure is this power that most are unaware of its existence, and those that know of it refuse to acknowledge it due to its dark origins. However, the seductive whispers of this power has called to you, an apprentice mage who had barely mastered your first cantrip, since a young age, deep beneath the great library. When the voices became too much to resist, you snuck into the depths of Candlekeep in the dead of night, where unwanted and dangerous secrets are left to rot. Inside of a once-sealed chamber stood a strange fountain, an open wound in the Prime Material Plane through which the energies of the Shadow Weave bled. As soon as you touched the eerie yet beautiful strands of magic that flowed from the wound, you felt an awakening as your connection to the Weave was severed and the power of Shar's dark Weave coursed through you in its place, bestowing upon you a magic that few are gifted with. As you matured, the growing magic within you developed a symbiotic connection until it became one with your very being, and the power of the Shadow Weave became subservient to your will. Gorion and your tutors grew wary of the strange magic that you wielded, though they never learned of the source. Though you knew the dangers of toying with Shar's domain were great, the temptation of such a little-known power in your hands were a thousand times worth the cost."
- biography of a shadow adept Bhaalspawn

Component 1: SHADOW MAGIC MAIN COMPONENT

The Shadow Adept is a mage kit with a completely unique spell selection with 100+ new spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there. A list of spells with descriptions can be viewed here.
SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated. Advantages: – Hit Die: d6 – May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, is killed instantly. The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. INTELLIGENCE: Bonus spell slots WISDOM: Increased spell duration CHARISMA: Bonus saving throws and elemental resistance – Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light, permanently gaining infravision and immunity to blindness. – May cast one additional spell per level. – +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. – 4th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. – 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. – 6th level: May use Find Shadow Familiar. This ability is only available to the protagonist. FIND SHADOW FAMILIAR: The shadow adept may, once in their lifetime, bind a creature from the Plane of Shadow to them permanently, sacrificing four points of Constitution (which gradually recovers over several weeks) to summon a shadow familiar. – 14th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of self out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: – Suffers a -2 penalty to casting speed and caster level while in daylight. – -2 penalty to saving throws against spells of the Invocation and Alteration schools. – May not learn or use spells from the Weave. – Alignment restricted to non-good. Prime Requisites For Dual-Classing: Intelligence, Charisma

OPTIONAL: ALTERNATE SPELL COSTS

This required subcomponent allows the installer to choose the resource cost that Shadow Weave magic uses. The options are:
  1. Drain Constitution (cost = spell level, lasts 3 rounds)
  2. Current Hit Points (cost = spell level*2)
  3. Maximum Hit Points (cost = spell level*2, lasts 6 rounds, current hit points do not recover)
  4. No cost

SORCERER KIT: SHADOW DISCIPLE

The main component also adds the Shadow Disciple kit, the sorcerer variant of the shadow adept with the same abilities.

BARD KIT: NIGHTSINGER

The main component also adds the Nightsinger kit, a bard that uses shadow magic.
NIGHTSINGER: A rare class of bards that choose to study the power of the Shadow Weave gain access to its dark powers, bestowing upon them a dirge capable of cursing their enemies. Advantages: - The Nightsinger's Bard Song, "Dirge of Despair", curses their enemies, reducing their morale and saving throws. 1st level: -1 penalty to THAC0, damage and saving throws, lowers morale 11th level: -2 penalty to THAC0, damage and saving throws, lowers morale 21st level: -3 penalty to THAC0, damage and saving throws, lowers morale - May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly. The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. - 6th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. - 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. - 18th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: – Suffers a -2 penalty to casting speed and casting time while in daylight. - -2 penalty to saving throws against spells of the Invocation and Alteration schools. - May not learn or use spells from the Weave. - Alignment restricted to Lawful Neutral, True Neutral, Chaotic Neutral or Neutral Evil.

ITEM PACK

The main component also adds several items that are exclusive to the shadow adept. Some can be found in BG1+SoD and all can be found in BG2. Some items require the shadow adept to have a secondary class in addition to the kit itself. Bear in mind that the quest component is required for a few of the items to show up in-game in BG:EE.

FAMILIARS

The shadow adept has the ability to summon a familiar at 6th level. The shadow adept's familiar has a few differences in strength and function compared to a mage's familiar but mostly imitates vanilla familiar behavior. Familiars and their abilities may be viewed here.

Component 2: SHADOW MONK

SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina. Advantages: - +1 bonus to Dexterity. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - Gains the Life-Drain innate ability. LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level. 1st - 9th level: Drains 1 hit point on hit. 10th - 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain) 20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit - Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level. - 3rd level: May use the Shadow Pool ability. SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time. Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing - 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane. - 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level. - 15th level: May use the Deathstrike ability once per day. DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. Their next attack within one round is a guaranteed critical hit and drains six levels from the target. Disadvantages: - Hit Die: d6 - -2 penalty to Strength. - -4 penalty to Constitution. - Alignment restricted to non-lawful and non-good. - Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item. - May not use the Lay On Hands ability. - May not use the Stunning Blow ability. - May not use the Quivering Palm ability.

Component 3: QUESTS & ENCOUNTERS

Kryn Darkflame is a Shadovar mage of Thultanthar, the Shade Enclave. He is in the grounds of the Friendly Arm Inn and serves as a merchant of magical wares including many Shadow Adept-exclusive items. Finding and dealing with his missing apprentices will net the player a sizable reward. Spoilers on items and their locations can be found here.

[v1.27] Recorder, a gnome lorekeeper NPC for BG:EE + SoD

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Introduction

Recorder is a ministrel and scholar, better known as Lorekeeper, who was born in the nation of Lantan but works for the church of Oghma in Amn. Surprisingly soft spoken, she possesses a gentle demeanor but with the wisdom of her faith, devout in the belief of recording history as it happens so it not lost for future generations. While less effective with weapons than other bards, Recorder's strength is in her song and magic, allowing her to protect her party from dangerous enchantments and cast more magic than other minstrels could manage. She possess a feisty ferret named Gustav who will bravely scout ahead if asked, and also take all the snacks if it can get away with it.

She can be seen in Candlekeep initially, though she won't join the party until later, where she is found before the ramp in Ulcaster's ruins of its school of magic.

In Siege of Dragonspear, she can be found outside the Ducal Palace in the morning when you first begin the march.


Details

Race: Gnome
Class: Lorekeeper (Bard)
Alignment: Neutral Good

Strength: 10
Dexterity: 17
Constitution: 11
Intelligence: 17
Wisdom: 15
Charisma: 15

Kit

LOREKEEPER: Lorekeepers are bards that focus less on a generalist skill set and lean more towards spell casting, where their prodigious memory and knowledge makes them better casters than most other bards. They make excellent librarians, historians, and advisors with their large capacity for learning and recalling, with their talents ensuring history is not forgotten with the passing of time.

Advantages:
- +20 bonus to lore.
- +2 Spell Slots for every spell level.
- May use SONATA in place of the regular Bard Song.

SONATA: This song provides varying levels of intelligence, save bonuses, and mind protection depending on the level of the bard:

Level 1: +1 Int, +1 to All Saves, Immunity to Charm, Domination and Sleep.
Level 15: +2 Int, +1 to All Saves, Immunity to Charm, Domination, Sleep, and Rigid/Feeblemind.
Level 20: +3 Int, +1 to All Saves, Immunity to Charm, Domination, Sleep, Rigid/Feeblemind and Confusion


Disadvantages:
- No Pickpocketing Skill.
- Can only be proficient in club, dagger, crossbow, and quarterstaff.~

Mod Content

– One new party member with the Lorekeeper bard Kit
– New spells and items
– 9 friendship talks with the PC in BG1, 8 in SoD
– Banters with every BG:EE and SoD NPC
– Small quests in BG1 and SoD
- A unique Approval System: Improve or worsen your bond with the choices you make in quests and conversations. High Approval grants a small luck bonus, very low approval may cause her to leave.
– A romance with any male PC with sufficient approval in Siege of Dragonspear.
– Crossmod content with Aura, Emily, Helga, Kale, and Vienxay.
- Can play between five songs for the player, if asked.
- Optional Music Soundtrack

vrnc5gnk0ds9.png



Q&A
Q: Is this mod compatible with EET?
A: Yes. (If for some reason it is not, let me know.)

Q: Will you merge this mod with the other four in a single download?
A: Currently this is difficult for BG1, as the first three were heavily traified, and share some file names with the same number scaling. This means a lot of renaming would be required to get the mod to work. Thus I would rather spend time developing content for BG2 than configuring them in one file. It's not an explicit no, but definitely low priority at best. The BG2 parts of these mod however, will be an all in one file with convenience in mind.

Q: When will the BG2 content be released?
A: I'm in planning stages at the moment, and will start writing/coding officially on the 1st. I'll make a thread on that date in the BG2 mod section where you can follow progress. My estimated time of completion is an ambitious March. That'd be the one year anniversary of my first three mods.

Q: What is the Approval System?
A: Approval is the character's thoughts on the PC. When high, the character receives a luck bonus, which has them take less damage and other benefits. If approval gets too low, the character will threaten to leave the party. If not satisfied enough, they leave for good. Significant approval is required for a successful SoD romance as well. This will be expanded upon and used for all my NPCs in Baldur's Gate 2

If you have other questions, post below and I will respond swiftly.
bi1bphuvqfow.png

[v1.8] Sirene, a tiefling paladin of Ilmater NPC for BG2:EE

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Portrait by Isandir

Introduction

Sirene is a tiefling paladin of Ilmater, the Crying God, patron of endurance and martyrdom. While she is still new to her responsibilities and uncertain of herself, she is a loyal follower of her faith and devoted the protection of the innocent. At the same time, the stigma of her infernal heritage has made her a lonely and withdrawn individual who desperately seeks the comfort of friendship and trust. She can be found within the High Hall of the Radiant Heart, in the corridor past the entrance. She will only join a non-evil PC. Her level is dependent on the PC’s upon joining. Race: Tiefling Class: Martyr (Paladin) Alignment: Lawful Good Strength: 16 Dexterity: 17 Constitution: 16 Intelligence: 10 Wisdom: 14 Charisma: 17

Mod includes:

    – One new party member
    – A romance with a PC of any gender or race with 10+ Reputation
    – Friendship dialogue for those uninterested in romance
    – Banters with every joinable NPC
    – One small encounter
    – A few new items and spells
    – Crossmod content

[mod] Southern Edge - Athkatla's new district

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After so many plays, I realized Athkatla got a bit boring, so I decided to make a new district to make the city more interesting. It's called the Southern Edge and is the "minor" city gate in the southern part of the city wall. Some merchants use this place to for the transporting their goods.
Southern Edge is a new district for our favorite BG2 city - Athkatla - available from the very start, once you talk to Gaelan and hear his offer. The mod is to make the first hours of the game more interesting, as some player might have got bored with doing the same quests over and over again. The area isn't as big as Slums or as Bridge District, but it includes a main quest introduced by a halfling name Mairo and a series of mini-quests and encounters introduced by both some new characters, and some you might have met before. There are also some nice bits every district should have - a small shop, a tavern, some commoners, a temple, some troubled men and women... what else do adventurers need, right? It's not a big mod, but it should entertain you for a moment or two. I hope that the Southern Edge will become a nice stop for you, Bhaalspawn, and your trusted group.
The mod now works on BG2EE, BG2 and EET. Here's the SHS forums Download

[mod] Yoshimo's Remorse

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I am happy to let you all know that we - @jmaeq and myself - just released a new mod: Yoshimo's Remorse!

Was the event at the Asylum truly the ending to Yoshimo's adventures with the Bhaalspawn? Is there simply no way to redeem himself?

Yoshimo's Remorse is a mod for BG2:ToB that makes Yoshimo a playable character in Throne of Bhaal. However, he is not what you expect him to be... Prepare yourself for new adventures and talks with the infamous bounty hunter, a tormented soul that was left with nothing but regrets. Listen to him as this may be his last chance to find peace.

Mod Page
Forum
Download

Enjoy, everyone! :)

Save bonus question

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If I want to add a permanent (non-dispellable) save bonus to all saves, is there something I could set with EEKeeper as an effect to do this?

[Mod] Turnabout - Updated to 1.3!

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Turnabout is fair play. The Turnabout mod adds a new wrinkle to the final fight in Throne of Bhaal, enabling the player to recall up to three dead allies to aid in the battle.

Seven possible allies are available:

Dynaheir
Tiax
Khalid
Xzar
Gorion
Yoshimo
Alianna (the PC's mother)

My update, made 14 years after the mod's release (to be clear, I have nothing to do with the original team), makes this classic mod compatible with EE, as well as fixes critical bugs present in the first version. A version is also provided for the original BG2, for users who don't want to use EE but want the fixes present in my update.

Download the mod here.

Turnabout requires that Ascension v2.0 be installed. It can be downloaded here.

Problem with Profficiency and some invalid/missing things

Teleport Spell for BG2EE: EET Compatible?

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Greetings, all!

I recently found this teleport spell mod for BG2EE and was curious if it's EET compatible. I think so, but I want to ensure it is.

Also, what's the mod name on the Project Infinity list? (It's Teleport, but it requires downloading the files from Sorcerer's Place then replacing the setup with the setup file in that post OR download the file from this post since I packed everything for this mod in one zip!)

Thankee!

[Mod] TeamBG's Armor Pack for BG:EE, BG2EE, BGT & TuTu

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TeamBG's Armor Pack Information For Baldur's Gate2: Enhanced Edition This is the first installation of the "pack" mods that I will be making for Baldur's Gate2: Enhanced Edition. This mod is an armor pack. There is a dwarf, Kurtz Goldenaxe, who is at Waukeen's Promenade. He will sell you these armors. Some of the armors are color variations of what you find in the game and some of them are new. The magical armors are expensive so you will have to save a lot of gold to buy them. Discussion and information about the mod. http://www.baldursgatemods.com/forums/index.php?topic=8092.0 Download location http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=192 Version History: V1.01 9/8/14 Added Polish translation thanks to Cahir Added .tra files for translations. Updated to Weidu 236 V1.00BG2EE First release Information For Baldur's Gate: Enhanced Edition This is the first installation of the "pack" mods that I will be making for Baldur's Gate: Enhanced Edition. This mod is an armor pack. There is a dwarf, Kurtz Goldenaxe, who is outside of the Friendly Arm Inn who will sell you these armors. Some of the armors are color variations of what you find in the game and some of them are new. The magical armors are expensive so you will have to save a lot of gold to buy them. Discussion and information about the mod. http://www.baldursgatemods.com/forums/index.php?topic=7806.0 Download location http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=182 Version History: V1.05 8/18/14 Added Polish translation thanks to Cahir V1.04 8/15/14 Added .tra files for translations. Updated to Weidu 236 V1.03 5/19/13 Fixed the Boots of Evasion - The useability settings still were not correct. Fixed the Boots of Quickness - The useability settings were not correct. Removed the "Not Useable By:" text since the EE items have a heading that automatically fills that in. V1.02 5/5/13 Fixed the Boots of Evasion - The useability settings were not correct. V1.01 1/7/13 Fixed the usability settings on the Elven Chainmail of the Hand +3 Fixed the unidentified text of the Elven Chainmail of the Hand +3 Changed the store so you can't steal. New cross platform for BG:EE, BGT and Tutu V1.00 First release Where the new store clerk is at in the Friendly Arm Inn. image ******************************* Visit TeamBG for all of your modding needs. Mods for BG, BG2, IWD, IWD2, BG:EE. We have a large source of tutorials on how to mod and modding tools! We also host mods! Bring your BG, BG2, IWD, IWD2, BG:EE mods to us. Free area on the message board and space to download your mod. TeamBG http://www.teambg.net/ "Still Building Worlds" TeamBG http://www.teambg.org/ Modding news http://teambg.info/ A site that takes you back into the history of IE modding.

Polymorph limitations

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I've been playing around with polymorphs(opcode135) recently and noticed that the head slot is not used when a player polymorphs. Chest slot seems to be retained. Also noticed that only STR and DEX (not CON), come from the .cre file. Anyone have a complete list of how polymorphs work? For instance do resistances from the Cre set or increment existing resistances?

[WIP - currently shelved] Gleya NPC Mod for BG2

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(This mod is currently not being worked on but I will return to it eventually. Mod description and previews are outdated and the writing has undergone massive changes which is why I have removed everything. I will post an updated description when I have time.)

[Currently Broken, Looking for Help]NPC Bodies - A Death and Resurrection Overhaul for EET

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IMPORTANT NOTICE:

This mod currently is broken, the Github repo currently holds a broken version of the mod (I never uploaded the one I had some fixes on, and lost the source) and I need to fix it. Someone posted on the Github about having a versino that was nearly fixed and done so maybe this will be much faster than anticipated. If anyone is interested in helping feel free to ask and we can get to work on this.

Credit:

I'd like to give credit where it is due, as without these people I wouldn't have been able to do this. First is the Original Mod Author @gunman on the Beamdog Forums. Thanks to his work, I was able to expand it into the rest of the games and make it more compatible. The other two were @AstroBryGuy and @subtledoctor who were instrumental in helping me understand some of the intricacies of creating mods for Infinity Engine games with WeiDU that allowed me to make this mod fully compatible with other mods and easily made compatible with those that it could conflict with.

Description:

This mod is designed for players looking for a more difficult approach to death. Included are modules for altering the prices to resurrect a dead party member, PnP style -1 CON loss on resurrection, and adding a dead body system when a party member dies with consequences for not having the body when resurrecting. This is a rework of This Mod. The original mod did not support Baeloth or any Seige of Dragonspear NPCs, so I have added them to the mod. I also extended it into Baldurs Gate 2:Enhanced Edition now covering all party joinable NPCs through the Trilogy. I have also included EET compatability, but have not allowed it to be installed on the original games yet. I want to test and make sure everything works correctly on the current platform before opening it up to more (Though I'm almost 100% positive that outside of the EE NPCs the mod will be fully compatible with the old games as I don't see anything that I would think was EE specific). Perhaps if all goes well I may even expand it into IWD if I can figure it out, though I promise nothing on this. In this Wiki you will learn about each module as well as how to help make your favorite NPC and Spell Mods compatible.

Modules:

NPC Bodies:

Supported Games: BG:EE, SoD, BG2:EE, EET With this module when a party member is killed, they drop a dead body item along with their inventory. This item is required to perform the resurrection. If you fail to posses the item in your party inventory when attempting to resurrect the dead party member, they will be permanently killed. Each party member has a unique item for their body that has its own weight and name. I used a basic formula to come up with weights that I thought were appropriate and also brought a challenge to carrying your dead around. With EET you can install a component in EET Tweaks (I think its in EET Tweaks, I will verify) that allows the main player character to die without a game over. This will also be covered if you installed this component. Other NPC mods and Spell mods that are supported are listed under the Compatability Tab. There is Currently one minor issue with this module, please see the Issue Tracker for more information.

Change Raise Dead Price:

Supported Games: BG:EE, SoD, BG2:EE, EET Note: This is the only part of the mod that will overwrite anything, and if these changes are overwritten they will not be anything game breaking. Only the cost of the service is stored in this file. This component currently contains 3 different choices for the price of Raise Dead service at a temple. The current choices are: For comparison Vanilla is 100 at level 1 to 2000 at level 23 and then jumps to 10,000 at 24 finishing at 18,000 at 40 Progressive (Starts at 1000 for level 1 and ramps up to 10,000 at level 40. Slightly cheaper at higher levels, but much more expensive at lower levels. Much smoother progression than vanilla) Always 500 (Always costs 500 at any level) Always 1000 (Always costs 1000 at any level)

PnP Style Constitution Loss on Resurrection:

Supported Games: BG:EE, SoD, BG2:EE, EET With this module, whenever someone is resurrected they will incur a -1 CON penalty like in PnP. Spell mods supported by this module are listed under the Compatability Tab.

LINKS: How to Contribute Compatability Tab Issue Tracker Mod Wiki Github/Download

Android BG1EE.2.5.17.0, BGSOD.2.5.17.0 & BG2EE.2.6.16.6 Modfiles

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Hi All,

The aim of these modfiles are to have a similar set of mods that are installed for all of the trilogy(+); for forumites that don't have the resources to do it themselves. The mods requested as content came from another thread of which it outgrew.



Modfiles Content
~~~~~~~~~~~~~~~~
BG1EE & BGSOD
=============

Override Fixes:
- Whispers of Silence (Non-Detection that works)
- Icestorm Spell (number of Rounds = 4)
- Beserker Rage spell
- Beserker Rage for Minsc
- Horror spell (duration = 1 turn)
- Broken doors and Area Transition (Area 3300)

Homemade Addon:
- GUI Console access

Mods:
- Animal Companions v1.5.7
% - Wandcase v1.3
%!- Thrown Hammers v6.0.3
%!- Convinient Ammunition v2.0
% - More Style for Mages v1.55
- Shadow Magic v1.9.8a
- Tomb and Blood v0.8.37
- Tweaks Anthology v8.0
- aTweaks v4.51
- One Pixel Production v4.0.1 (Smart Avatar and Armour Switching Only)
- Continuous Portraits v1 (Set for BG2EE portraits)

% - If you start a new game, the items would need to be consoled into the game. If coninuing from an import, the new items should come in with the saved game if on the PC.
If Wandcase doesn't appear with saved game import, it may need to be consoled: C:CreateItem("WANDCASE"). For me, it is sometimes there and sometimes not...
! - Not installed in BG2EE.


BG2EE
=====

Override Fixes:
- Whispers of Silence (Non-Detection that works)
- Beserker Rage spell
- Beserker Rage for Minsc
- Horror spell (duration = 1 turn)
- Flail of Ages +4 (Damage Order correct)
- Flail of Ages +5 (Damage Order correct and modified to allow Haste)

Homemade Addon:
- GUI Console access

Mods:
- Animal Companions v1.5.7
- Wandcase v1.3
- More Style for Mages v1.55
- Shadow Magic v1.9.8a
- Tomb and Blood v0.8.37
- Tweaks Anthology v8.0
- aTweaks v4.51
- One Pixel Production v4.0.1 (Smart Avatar and Armour Switching Only)

For the exact components of each mod, there is the WeiDU.log attached for the modfiles.

----

To install the mod BG1EE:
- Download the files to your device and place into a folder other than the games folder.

- Unpack 'BG1EE.2.5.17.0_Modfile_Trilogy1.7z' into the following folder:

'Android/data/com.beamdog.baldursgateenhancededition/files'

- The Android File Manager you are using will determine the way to unpack the file, but unpack the file into the root of it's current folder keeping the file structure so you will end up with something like:

'Android/data/com.beamdog.baldursgateenhancededition/files'
'Android/data/com.beamdog.baldursgateenhancededition/files/override' (folder)
'Android/data/com.beamdog.baldursgateenhancededition/files/save' (folder)
'Android/data/com.beamdog.baldursgateenhancededition/files/baldur.lua' (File)
'Android/data/com.beamdog.baldursgateenhancededition/files/lang-en_US.zip' (File)
and any other folders you may already have like portraits etc.

If your file manager can't handle .7z files, I know that 'RAR for Android' or 'ZArchiver' have no problems.

----

To install the mod BGSOD:
- Download the files to your device and place into a folder other than the games folder.

- Unpack 'BG1EE-SOD.2.5.17.0_Modfile_Trilogy1.7z' into the following folder:

'Android/data/com.beamdog.siegeofdragonspear/files'

You will get a similar folder/file view as BG1EE except in the SOD folder.

To install the mod BG2EE:
- Download the files to your device and place into a folder other than the games folder.
- Unpack 'BG2EE.2.5.16.6_Modfile_Trilogy1.7z' into the following folder:

'Android/data/com.beamdog.baldursgateIIenhancededition/files'

You will get a similar folder/file view as BG1EE except in the BG2EE folder.

----

You are now ready to test, if the games crash, then make sure you don't have the modfile itself as it will clash with the unpacked mod. If the game plays, then you are good to go.

I did a quick test for each game by generating a character (Shadow Monk) and examining the text to make sure there weren't any invalids (at least in the char gen section...). If there are any problems that arise during game play, let me know and I will see if I can do something.


----

To uninstall (for All):

- Delete 'override' folder
- Delete lang-en_US.zip
You are now back at vanilla...
----

Attached are the files for BG1EE. Below will be the files for BGSOD and BG2EE.


Happy Gaming
Gus

New version of Sword Coast Stratagems (v32) available

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After six months in testing, version 32 of Sword Coast Stratagems is now released.

Sword Coast Stratagems (SCS) is a collection of interconnected mini-mods for Baldur's Gate (on the BGT/BGTUTU/BGEE versions) and Baldur's Gate II. It is primarily a tactical and AI-enhancement mod: the idea is to make the game's combat more interesting, tactically challenging, and realistic by more effective use of, and choices of, creatures' abilities. It also contains a few rule tweaks and ease-of-use features.

Version 32 is a major revision (the largest since the old 'SCS' and 'SCSII' mods were merged). Highlights include a new integrated difficulty-control system, inclusion of the Icewind Dale spell system, substantial revision of spellcaster AI, six new components, much fuller compatibility with the Spell Revisions mod, some streamlining of the mod's overall structure, and a major decrease in installation time.

Grab it direct here. You can also visit the extensive project pages, readme, or SCS forum for more information.

EDIT: now updated to v32.4; links are unchanged.

[MOD] -Scales of Balance- a post-hac tweak mod

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THIS MOD IS deprecated REVIVED!! https://github.com/UnearthedArcana/Scales_of_Balance/releases This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months: - Item/Weapon Overhaul (in 5 parts) - Weapon Proficiency Overhaul (in 4 parts) - Saving Throw Overhaul - Stat bonus tweaks (in 2 parts) - Hit dice tweaks (2 options) - XP tweaks (in 2 parts) - Magic Resistance Overhaul That's it! Full Readme: https://github.com/UnearthedArcana/Scales_of_Balance/blob/master/README.md ... If you like the SoB cleric and druid kits, you can still find those at the link for v4.3: https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2 But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better! :) Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks. Cheers! Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods: Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad): https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt): https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest Might & Guile (warrior & rogue tweaks and kits, by me!): https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues NPC_EE (add any kit to any NPC): https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone --------------------------------------------------- [spoiler] HUGE UPDATE! Version 3, finally! I can't fit the whole changelog in this post, you can read it here: http://forums.beamdog.com/discussion/comment/642866/#Comment_642866 DOWNLOAD: IGNORE the files attached to this post, they are very much out of date. Get the mod here: https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.4 (Click "Source code (zip)") README: You can read all about the mod components here: https://dl.dropboxusercontent.com/u/86011511/README-SoB.html What 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 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them. 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. A very general idea of what the mod contains (not in this order): 1) Basic game tweaks. These components modify the following: - reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5) - slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables - an overhaul of the weapon proficiency system - minor tweaks and rebalancing for vanilla warriors, rogues, and divine classes - revised kensai kit that actually specializes in one weapon class, like the description says - MAJOR revisions to druid shapeshifting - wizards class changes, including at-will cantrips, innate metamagic, and tweaks to the spell battle system - MAJOR specialist wizard kit and spell school changes, making all 8 specialists fun and unique 2) New kits, all balanced against the vanilla game and based on solid, lore-friendly 2E and FR sources. - 2 new fighter kits (Corsair, Marksman) - 4 new ranger kits (Mage Hunter, Barbarian Ranger, Elven Archer, Halfling Slinger) - 7 new cleric kits (priests of Selune, Sune, Tymora, Leira, Shar, Malar, Baervan Wildwanderer) - 2 new druid kits (Purifier, Elementalist) - 2 new thief kits (Scout, Sniper) - 5 new bard kits (Jongleur, Loremaster, Gallant, Meistersinger, Loresinger of Milil) - 10 new multiclass kits! (Bladesinger, Spellfilcher, Spellbender, multiclass priests of Mask, Mystra, Arvoreen and Brandobaris, and more) 3) NPC modifications. These components allow you to apply some of the new kits, or some original kits, to various NPCs. (This is basically for EE players who can't use the Level1NPCs mod.)[/spoiler] A note on installation: - Install SoB after almost everything else. After BG2Tweaks, after SCS, after aTweaks. The only stuff that should be installed after this are FPPS, Generalized Biffing, NPC_EE, Level1NPCs, lolfixer, etc. Not much.

Seducer Kit for Thieves v1.32

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I always wanted to be able to charm critters like liches, mind flayers, Irenicus, and Melissan. But for many enemies, it just wasn't possible. I created this kit to change that. The Seducer kit allows the player to charm literally ANYTHING in the game. But like my other kits, this powerful ability is balanced out by some crippling disadvantages--namely, a complete inability to perform the normal duties of a party's thief, and the worst defenses of any class in the game. I've rebalanced the kit and made it fit the original concept a little bit better, removing the Hypnosis ability and replacing it with a charm effect that can target multiple critters at once. Also, the Seducer can now charm other critters into joining the party as if they were a normal NPC. But it only works on critters up to half your level (so no basilisks or demiliches), and some critters, like golems and unkillable quest characters, are immune. Or, you can charm critters into following the party as if they were familiars--they won't gain levels like party members and you can't access their inventory or spellbooks, but there is no limit to the number of followers you can gather. The Seducer kit is compatible with BG:EE, SoD, and BG2:EE. If you have SoD, remember to install ModMerge before installing any other mods. It will probably be compatible with IWD:EE once the game is updated to version 2.4. You can download the kit at the bottom of this post. The most recent version is 1.3, featuring the new Recruit Follower spell, but you can also try out the older versions in case you want the old area-effect Feeblemind ability from v1.1. Kit description (there's a lot of detail to this kit): [spoiler] A Seducer is a thief who acts through persuasion rather than sleight of hand. Socially cunning and politically astute, they develop an ability to forge close relationships with the wealthy, powerful, or merely useful, and navigate complex social orders with speed and grace. Some may use their talents to influence people for the better, propping up and guiding the wise and honest, or exposing and ostracizing the corrupt and the selfish. Others use their talents for personal gain, exploiting their allies' weaknesses, and destroying their opponents with whatever means they can. Despite the name, a Seducer's abilities are more complex than attractiveness or charm. A Seducer uses psionic abilities and arcane magic as well as physical appeal to influence others, and can gain control over potentially any creature with a semi-conscious mind--even those of a different orientation, species, or plane of existence, as well as sexless creatures, constructs, and the undead. No mind is truly safe from a Seducer's grasp; only sheer will and mental fortitude can block the Seducer's influence. CLASS FEATURES: - May cast Charm at will - May cast Domination at will - May cast Seduction at will - May cast Recruit Follower at will - May cast Dispel Charm at will - +1 Charisma - Immunity to charm and domination - +1 to save vs. spell at level 1 and every 5 levels after - +1 AC vs. melee weapons at level 1 and every 6 levels after - Only gains 15 skill points per level (30 at level 1) - Cannot detect traps or set traps - Backstab does not progress beyond 2x - Only gains 1d4 hit points per level - May not wear any armor - Does not gain Use Any Item or most thief HLAs DOMINATION: The Seducer may attempt to take control over any creature within 30 feet for 1d3 rounds, infiltrating their mind and probing their thoughts and desires. If the target fails its save vs. spell at +4, the Seducer will wriggle their way into the subject's mind and take over after half a round. As the Seducer grows more experienced, their charms become more effective: Level 1: +4 to saving throw Level 2: +3 to saving throw Level 3: +2 to saving throw Level 5: +1 to saving throw Level 7: +0 to saving throw Level 9: -1 to saving throw Level 12: -2 to saving throw Level 15: -3 to saving throw Level 18: -4 to saving throw Level 22: -5 to saving throw Level 26: -6 to saving throw Level 30: -7 to saving throw Level 35: -8 to saving throw Level 40: -9 to saving throw Level 45: -10 to saving throw Domination is not limited by the Seducer's line of sight; he or she can target creatures who are invisible or behind a corner. Domination bypasses spell protections, magic resistance, and immunity to charm effects, but non-humanoid targets are more resistant to the Seducer's charms and make their saving throws at a bonus: Intelligent and familiar creatures such as animals and yuan-ti: +1 to saving throw Unintelligent and unnatural creatures such as undead, trolls, and giants: +2 to saving throw Alien and extraplanar creatures such as beholders, elementals, and demons: +3 to saving throw Creatures who already charmed, however, suffer a -3 penalty to their saving throw. The intense concentration involved in charming other creatures leaves the Seducer vulnerable. For 1 round after using Domination, the Seducer cannot attack and suffers -3 penalty to AC and -25% movement rate. CHARM: Rather than focus their attention on a single target, a Seducer may attempt to charm multiple creatures at once. At level 1, a Seducer's Charm can affect two creatures at once; every 10 levels, the Seducer may charm another creature in the same round. Like Domination, Charm improves as the Seducer gains experience, but dividing the Seducer's attention makes the effect easier to resist: Level 1: +7 to saving throw Level 2: +6 to saving throw Level 4: +5 to saving throw Level 6: +4 to saving throw Level 9: +3 to saving throw Level 12: +2 to saving throw Level 16: +1 to saving throw Level 20: +0 to saving throw Level 25: -1 to saving throw Level 30: -2 to saving throw Level 36: -3 to saving throw Level 42: -4 to saving throw Level 49: -5 to saving throw As with Domination, Charm bypasses normal immunities, offers bonuses to alien minds (such as animals and extraplanar creatures), and imposes -3 penalty to AC and -25% movement rate on the Seducer for 1 round. SEDUCTION: With time and great effort, a Seducer may take total control over a single creature. This ability cannot be used in the thick of combat; the Seducer must have a peaceful and safe environment to ensure the subject feels comfortable. The subject must also be under the effects of Charm or Domination in order for Seduction to be successful. Finally, the subject must have some senses or desires in order to be affected; golems and constructs are immune. If the subject fails a save vs. spell at no penalty, the Seducer may coax it into joining the Seducer's party. The subject will obey any order and follow the party wherever it goes until it is dismissed from the group. The Seducer can take control of creatures up to half of his or her level. (Seduction can have unintended effects if used on quest-related creatures, especially if a plot-critical creature is dismissed from the party for good. Some plot-relevant creatures, but not all, are immune by default.) Most non-humanoid creatures (monsters, undead, elementals, and so forth) do not possess a standard character class. These creatures will be given the fighter class upon joining the party, allowing them to gain levels at the cost of a 50% XP penalty. RECRUIT FOLLOWER: A Seducer of outstanding charisma may gather followers on his or her travels, whether by inspiring the righteous with a call to action, tempting the selfish with personal profit, or simply winning allies through sheer force of personal magnetism. This ability allows the Seducer to persuade the target to follow the Seducer's party wherever they may go, and is treated as the Seducer's familiar. Unlike Seduction, the target does not join the party, and therefore cannot gain levels, cannot be raised from the dead, and the Seducer cannot access its inventory or spellbook. However, there is no limit to how many followers a Seducer may possess (provided that he or she is able to keep all of them alive). This ability cannot be used in the thick of combat, but unlike Seduction, the subject need not be charmed beforehand. The subject must have some senses or desires in order to be affected; golems and constructs are immune. If the subject fails a save vs. spell at no penalty, the Seducer may coax it into following the Seducer's party until its dying breath. The Seducer can take control of creatures up to half of his or her level. (Recruit Follower can have unintended effects if used on quest-related creatures. Some plot-relevant creatures, but not all, are immune by default.) DISPEL CHARM: By delving into a charmed creature's mind, the Seducer can isolate and remove the charm's effects, whether the charm is magical, mundane, or psionic. This ability will dispel any charm effect from the target creature if he or she makes a save vs. spell at +5. BETRAYAL: If the Seducer backstabs an opponent while it is under the effects of Charm or Domination, the Seducer may attempt to land a fatal blow while the target's guard is down. If the victim fails its save vs. death at -2, the Seducer will kill it instantly, using whatever weak point the Seducer can divine from its thoughts. Every 4 levels after level 1, victims of Betrayal must make their save at an additional -1 penalty, up to -7 at level 21. If the victim makes its save, the effects of Charm and Domination are broken and the Seducer cannot charm the target for another 5 rounds. Targets who resist the instant death effect will still suffer 2d6 damage, plus an additional 2d6 damage every 4 levels after level 1. High-Level Abilities: - Psionic Lock - Psionic Invisibility - Psionic Breach - Psionic Teleportation - Psionic Time Stop - Psionic Foresight - Evasion - Alchemy - Scribe Scrolls DUAL-CLASS REQUIREMENTS: 13 Intelligence, 15 Wisdom, 17 Charisma – Hit Die: d4 [/spoiler]
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