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Druid Multiclasses: Everything from Druid/Mages to Fighter/Cleric/Druid/Mage/Thieves

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This mod adds five new kits to the game, allowing the player to create Cleric/Druids, Druid/Mages, Cleric/Druid/Mages, Druid/Thieves and even Fighter/Cleric/Druid/Mage/Thieves! They have access to druid spells with extra spell slots to accommodate them when necessary, SCS-style shapeshifting tokens, and both cleric and druid item restrictions (so just clubs, staffs, slings, and leather armor). All of the classes aside from the Druid/Mage receive XP penalties to replicate the effect of a multi-classed or triple-classed character, so rather than getting HLAs via the HLA menu on reaching epic levels, they simply get a custom innate ability that lets them choose their HLAs. There's also a Fighter/Monk kit, which might become part of a future, larger class mod.

The druid stronghold should be available to every druid kit, and the mod should be compatible with the sphere system from Deities of Faerun.

You can create a Cleric/Druid as a cleric kit, a Druid/Mage or Cleric/Druid/Mage as a cleric/mage kit, a Druid/Thief as a mage/thief kit, and a Fighter/Cleric/Druid/Mage/Thief as a fighter/mage/thief kit. The kit descriptions are below:
CLERIC/DRUID: A cleric/druid is a student both of nature and their patron deity. A cleric/druid may draw upon both forms of magic to cast <PRO_HISHER> spells, but must follow the tenets of both faiths, and is forbidden from using both edged weapons and metal weapons or armor.

Class Features:

- All experience points gained are reduced by 50%.
- May cast twice as many spells per day of each spell level compared to a single-classed cleric.
- May cast both cleric and druid spells.
- May only wear non-metallic armor and use non-metallic weapons.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
- Chooses High Level Abilities using innate abilities gained at level 15+ rather than during the level up screen.

- Hit Die: d8


CLERIC/DRUID/MAGE: A a student of nature, the Weave, and their patron deity, a cleric/druid/mage may draw upon all forms of magic to cast <PRO_HISHER> spells.

- All experience points gained are reduced by 33%.
- May cast twice as many priest spells per day of each spell level.
- May cast both cleric and druid spells.
- May only wear non-metallic armor and use non-metallic weapons.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
- Chooses High Level Abilities using innate abilities gained at level 13+ rather than during the level up screen.

Class Features:

- Hit Die: d8
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DRUID/MAGE: A student of both nature and the Weave, a druid/mage may draw upon both druidic and arcane magic to cast <PRO_HISHER> spells.

Class Features:

- May cast druid spells.
- May not cast cleric spells.
- Cannot turn undead.
- May not use metal weapons or armor.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.

- Hit Die: d6


FIGHTER/CLERIC/DRUID/MAGE/THIEF: A student of nature, the Weave, their patron deity, and the martial arts, a fighter/cleric/druid/mage/thief may draw upon all forms of magic to cast <PRO_HISHER> spells, though <PRO_HESHE> must abide by the item restrictions of both druids and clerics.

Class Features:

- All experience points gained are reduced by 25%.
- May cast both cleric and druid spells from the mage spellbook, and may cast three times as many spells per day.
- Does not gain bonus spells from Wisdom.
- May only wear non-metallic armor and use non-metallic weapons (staffs, clubs, and slings).
- Cannot use Turn Undead.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
- Must possess 18 Intelligence, and gains +1 Intelligence at level 1 in order to be able to learn mage spells alongside <PRO_HISHER> priest spells.
- Chooses High Level Abilities using innate abilities gained at mage level 12+ rather than during the level up screen. WARNING: The fighter/druid/cleric/mage/thief only learns HLAs upon gaining mage levels, which determine <PRO_HISHER> spellbook. While <PRO_HESHE> gains 5 HLAs for each level, beginning at level 12, it takes 4.5 million XP to reach level 13, with a long gap in between. Some fighter/druid/cleric/mage/thieves may never gain enough experience to learn more than 5 or 10 HLAs.


DRUID/THIEF: This character can use the abilities of a Druid and a Thief, though the Druid/Thief cannot be proficient in weapons outside druidic practice, and the Druid/Thief may not cast spells while wearing armor.

Class Features:

- May cast druid spells from the mage spellbook.
- Does not gain bonus spells from Wisdom.
- May not cast spells while wearing armor.
- May only achieve Proficiency in weapons usable by both thieves and druids (scimitars, daggers, clubs, staffs, slings, and darts) and may only wield weapons usable by thieves.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.

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