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[MOD] Improved Archer Kit (for BGEE, BG2EE, IWD:EE and original BG2/BGT)

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Improved Archer Kit (SHS)

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Improved Archer Kit 2.0

Improved Archer Kit 1.0

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Overview

The original Archer kit does not scale very well with progressing levels. While the kit is very strong in the early parts of the game, it becomes less useful later on. This mod attempts to improve the kit by giving the Archer a couple more features which make the kit interesting even against very powerful enemies.

Components

1. Improved Archer Kit (requires BG2:ToB, BGT, BG:EE, BG:SoD, BG2:EE, EET or IWD:EE) Improves the Archer kit by balancing stat progression and adding a couple of unique skills and abilities. This is the main component of the mod. 2. Add fighter kit: Marksman (requires main component "Improved Archer Kit") Installs the fighter kit "Marksman" to the game. 3. Add paladin kit: Bow Knight (requires main component "Improved Archer Kit") Installs the paladin kit "Bow Knight" to the game. 4. Add thief kit: Sharpshooter (requires main component "Improved Archer Kit") Installs the thief kit "Sharpshooter" to the game. 5. Add +4 arrows, bolts and two powerful bows to the game (requires BG2:ToB, BGT, BG2:EE or IWD:EE) Adds +4 arrows and bolts to a number of stores and creatures in the ToB part of the game as well as to Watcher's Keep. BG2, BGT, BG2:EE and EET: - Adds a powerful longbow somewhere to the third level of Watcher's Keep - Adds an even more powerful composite longbow to the outdoor area of Sendai's Enclave IWD:EE: - Adds two powerful bows and a few +4 arrows and bolts to Conlan's shop in Kuldahar after reaching Chapter 4 This component can be installed independently from the main component.

Kit Description

[spoiler]ARCHER: The Archer is the epitome of skill with the bow-the ultimate marksman, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of his proficiency with melee weapons and armor. Advantages: - +1 bonus to hit and damage rolls with any missile weapon as well as to AC vs. missile weapons every 6 levels. - +5% chance to score a critical hit at level 9, 13 and 18. - May achieve Grandmastery (5 slots) in longbows, shortbows, and crossbows. - May use Rooting Shot ability once per day every 4 levels. Can not be used together with other shot abilities. - May use Power Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities. - May use Explosive Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities. - May use Create Blessed Ammunition ability once per day every 8 levels, starting at level 4. ROOTING SHOT: All successful ranged attacks within the next 12 seconds will entangle the target, according to the level of the Archer:   4th level: Target is entangled for three rounds if failed save vs. Spell.   8th level: Target is entangled for three rounds if failed save vs. Spell at -1 penalty.   12th level: Target is entangled for four rounds if failed save vs. Spell at -1 penalty.   16th level: Target is entangled for four rounds if failed save vs. Spell at -2 penalty.   20th level: Target is entangled for five rounds if failed save vs. Spell at -2 penalty. POWER SHOT: All successful ranged attacks within the next 12 seconds have a chance to knock back the target, according to the level of the Archer:   8th level: Knock back target if failed save vs. Breath.   12th level: Knock back target if failed save vs. Breath at -1 penalty.   16th level: Knock back target if failed save vs. Breath at -2 penalty.   20th level: Knock back target if failed save vs. Breath at -3 penalty. EXPLOSIVE SHOT: All successful ranged attacks within the next 12 seconds will explode on impact and cause physical damage to nearby targets in 15' range, according to the level of the Archer:   8th level: 1d4 damage to nearby targets   12th level: 1d4+2 damage to nearby targets   16th level: 1d4+4 damage to nearby targets   20th level: 1d4+6 damage to nearby targets Caution: Damages enemies, allies and innocent bystanders alike. CREATE BLESSED AMMUNITION: Create a spiritual arrow or bolt blessed by the Archer's worshipped god or goddess for 8 hours containing one score of charges. Number of charges doubles at levels 8 and 16 respectively.   4th level: +1 enchantment, +1 to hit and damage rolls, additional 1d6 damage and slow for two rounds to undead if failed save vs. Death.   8th level: +1 enchantment, +2 to hit and damage rolls, additional 1d6+2 damage and hold for two rounds to undead if failed save vs. Death.   12th level: +2 enchantment, +2 to hit and damage rolls, additional 1d6+4 damage and instant death to undead if failed save vs. Death.   16th level: +3 enchantment, +3 to hit and damage rolls, additional 1d6+6 damage and instant death to undead if failed save vs. Death at -2 penalty.   20th level: +4 enchantment, +4 to hit and damage rolls, additional 1d6+8 damage and instant death to undead if failed save vs. Death at -4 penalty. Disadvantages: - -1 CON penalty. - May not wear any metal armor. - May only become Proficient (one slot) with melee weapons. Furthermore, the Archer gains access to two special HLAs (BGT, BG2 and BG2:EE only): - Missile Trap allows the Archer to set a powerful spring-loaded missile trap in the chosen location when no hostile creatures are in sight. It does 3d10 missile damage and each 1d10 damage of various elemental types to the unsuspecting creature that sets it off. - The Sure Shot ability calls forth every bit of skill and experience to target vital areas of the opponent with frightening speed and precision. By enabling this ability, the Archer takes up his/her stance and shoots missiles in rapid succession. For the next 12 seconds this ability sets one's number of attacks per round to 10 and every shot is considered a critical hit. Since this technique requires utmost skill and concentration, the Archer is rooted to the spot for the next two rounds. It can not be used together with other shot abilities. [/spoiler] Fighter kit: Marksman This kit provides the same characteristics as the Archer kit with the following restrictions: - Create Blessed Ammunition ability not available. - Set Missile Trap HLA not available. - May become Specialized (two slots) with melee weapons. - May only allocate one slot in any fighting style. Paladin kit: Bow Knight This kit provides the same characteristics as the Archer kit with the following restrictions: - Explosive Shot ability not available. - Set Missile Trap HLA not available. - No bonus proficiencies for Darts. - May only become Proficient (one slot) with melee weapons. - May only allocate one slot in any fighting style. Thief kit: Sharpshooter This kit provides the same characteristics as the Archer kit with the following restrictions: - +1 bonus to hit and damage with missile weapons as well as AC vs. missile weapons only every 8 levels. - Create Blessed Ammunition ability not available. - Sure Shot HLA not available. - May only distribute 15 skill points per level among thieving skills. - May not use Backstab ability.

Longbow Descriptions

[spoiler]Great Sun-Reacher +3 The elves of Evereska are known for their isolationism as much as their skill and bravery in battle. One of their most well known warriors in human lands was the incredibly accurate archer Bariah Goldendown. Though the elves will neither confirm nor deny the legend, some human tales state that keen-eyed Bariah never missed a target in battle. His bow, crafted by his mother, was never given a name that was known outside of the family. The humans that suffered under its power called it "Great Sun-Reacher," believing that Bariah's arrows could reach into the heavens themselves. In a battle that many Evereskans are bitter about to this day, Bariah's griffon mount was killed in the sky by the spells of invisible wizards that ambushed an elven patrol. Though only one mage escaped with his life, he did manage to take Great Sun-Reacher with him. STATISTICS: Charge abilities: - Protection From Normal Missiles twice per day Combat abilities: - When no arrows are equipped, the bow fires +3 arrows that receive +4 to hit and deal 1d6 missile damage THAC0: +4 Weight: 3 Speed Factor: 2 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By:  Druid  Cleric  Mage  Thief [/spoiler] [spoiler]The Defender +5 Composite longbows are bows whose staves are made from more than one type of material. This gives greater flexibility and makes arrows fired from this bow deliver more damage. In addition to powerful enchantments, the materials used for this particular bow are of especially exquisite quality. The bow's exceptionally durable frame can be used to deflect even the strongest blows and the ergonomic design allows the user to shoot missiles in rapid succession. STATISTICS: Equipped abilities: - +4 AC bonus against melee weapons - 3 shots per round THAC0: +6 Damage: +2 (missile) Weight: 5 Speed Factor: 2 Proficiency Type: Long Bow Type: 2-handed Requires: 18 Strength Not Usable By:  Druid  Cleric  Mage  Thief  Bard [/spoiler]

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