I've been going through some of the 2ed supplements released by TSR to see if there are any decent kits that could be modded into the game. Kits that were passed up in favour of the Kensai, Shapeshifter, etc... I found about 2 per class that could be worthwhile. Some of the kits are really straightforward (aka Pugilist and Sharpshooter) that there shouldn't be any difficulties but some are really unconventional that I'm not so sure they'd work as I imagine they could.
I also tried to ignore certain kits that just emulate other classes. For example the Meistersinger which tries to combine aspects of the Ranger/Druid onto a Bard which is rather pointless when you can be a Ranger/Druid. I've added descriptions from the guides that I sourced from to give a picture of what they'd be like. In some cases like the Acrobat, I amalgamated different rulesets into one because it was feeling a little sparse. I also was very careful not to add stuff that wasn't described in the supplements, as I want to keep the kits' integrity.
I may have selected some kits that already exist in BG mods. But from looking at some of them around the internet, they don't seem to follow the supplements all that accurately.
Pugilist - Fighter Base
[spoiler]"Pugilists are characters who prefer to fight with their bare hands. They might make a living by fighting in a ring. Or perhaps they specialize in martial arts. They are strong, tough, and fit into any society that allows professional or street fights. Pugilists make excellent adventurers, as they have quick reflexes and are good in a brawl with monsters. Adventuring gives them an additional outlet for their physical side, and it affords them opportunities to travel to new communities and find new fights."
- Player's Options, Skills & Powers
Requirements: 14 Dex & Str Minimum
Proficiencies: No restrictions
Equipment: Restricted to Light Armour
Benefits: Unarmed combat same as armed warrior combat.
Pretty much the physical aspects of the Monk for the Fighter class. Might have to add a rule about limiting the weapon proficiencies or even removing them altogether. So to avoid treading on the toes of the True Fighter.[/spoiler]
Sharpshooter - Fighter Base
[spoiler]"Sharpshooters devote their time and effort to becoming extremely proficient with missile weapons. They might be experts with thrown weapons such as the dagger or hand axe. Some make their living as trick-shot artists in carnivals and circuses. Sharpshooters may be military specialists assigned to attack and dispose of enemy officers, wizards, airborne foes, or even enemy sharpshooters. Others might be classic archers, able to split an opponent’s arrow in a target or knock a foe’s weapon from his hand."
- Player's Options, Skills & Powers.
- The Complete Book of Dwarves (Kit Variation)
Requirements: 13 Dex Minimum
Proficiencies: Points must be allocated to missile weapons.
Equipment: No restrictions
Benefits: +1 bonus to attack and damage rolles when using missile weapons.
Hindrances: -1 penalty on initiative rolles for melee combat.
Pretty much a ranged Fighter. The Dwarf incarnation limits only to Bows and Crossbows but the general kit only restricts players to missile weapons. It looks to be a copy of the Archer kit but for everyone. So I might need to search around for some more attributes.[/spoiler]
Limbant aka the Greenwood Ranger - Ranger Base
[spoiler]"The rarest and certainly the most unusual ranger, the Greenwood Ranger, or Limbant, combines characteristics of both humans and plants. The Greenwood Ranger begins life as a normal human, but through resolute appeals to the gods, he gradually acquires plant-like qualities that enhance his relationship with the vegetable kingdom and endow him with remarkable powers."
- The Complete Ranger's Handbook
Requirements: Must be Human
Proficiencies: Restricted to Axe, Bow, Crossbow, Dagger, Quarterstaff, Sling, Spear, Long Sword & Short Shorts
Equipment: No Armour allowed.
Benefits:
- At level 4 gains AC5, every progressive level increases AC by 1 until reaches maximum of AC-6 at 15th level
- Photosynthesis: Suffers 1-2 dmg at night but doesn't get fatigued during the day.
- Rooting: At level 8 gains accelerate healing by rooting himself on the spot.
Hindrances:
- Can't wear Armor or Shoes.
- Stiff Limbs: Suffers -5% penalty to move silently. Gets no Dex bonus to his AC
- Vunerable to Fire: Suffers -4 penalty to all saving throws involving fire-based attacks. All fire based attacks inflict additional +1 hit point per die.
- Vunerable to Extreme Climates: When at freezing climates, Limbant must make constitution check or lose 1-4 hit points.
- Limited Magic: Limbant can only cast spells from the plant sphere.
- Reaction Penalty: Due to his appearance he suffers a -3 reaction adjustment penalty when encountering NPCs.
Plant Sphere:
- Entangle
- Shillelagh
- Barkskin
- Goodberry
This is a bit of a foil to the Beast Master. I removed some of its' traits like talking to plants since that is completely useless in BG. The Ranger kits overall are all rather dull, even the Feralan or Justifier who nearly made it into the game. But the Limbant seems like it could be interesting, especially since fire dmg is really common.[/spoiler]
Harper - Ranger Base
[spoiler]"Those Who Harp, or Harpers as they are better known, are a loose-knit band of brave souls who oppose the forces of evil at every opportunity. Whether their actions center on the dark plots of the Zhentarim or on the expansionist plans of a power-hungry king, the Harpers risk their lives and ofttimes sacrifice them for the greater good of the people."
- Warriors and Priests of the Realms
Requirements: 12 Str, 13 Dex, 14 Wis Minimum. Neutral or Good alignment Only.
Benefits:
- Gains Harper pin randomly at level 1, 2 or 3
- Gains "Pass Without Trace" spell at level 5 for once a day. Increases every three levels.
- Identify Rune & Sign Language
Hindrances:
- Hide in Shadows & Move Silently's % are effected by armor.
The kit details were really vague, so I might have to scour through it again. But aside from the Limbant this is only other ranger based kit that seems like it could be interesting. I wonder if it would be possible to do a knockoff of Jaheira's Harper Pin to give to this kit. "Pass without Trace" spell could be just an innate invisibility spell. Identify Rune & Sign Language could just be an increased Lore score.[/spoiler]
Samurai - Paladin Base
[spoiler]"The samurai is a warrior from cultures based on the medieval Japanese civilization. He lives by a very strict code of honor and behavior, a code demanding: absolute obedience to his lord: readiness to die for honor or for his lord at any time: eagerness to avenge any dishonor to his lord, his family, or himself; willingness to repay all debts honorably: and unwillingness to demonstrate the most dishonorable trait of cowardice"
- The Complete Fighter's Handbook (Refers to Oriental Adventures)
- Oriental Adventures 1ed
Requirements: 13 Str, Wis, Con & 14 Int Minimum. Must be lawful alignment. Must be Human.
Proficiencies: 2 extra proficiency slots but must specialize in katana (2 slots), bow (3 slots) and 1 left over for player to use.
Benefits:
- Gains Kiai (Loud Shout) at level 1 for once a day. But gains an additional use for every level gained afterwards. Kiai increases Samurai strength score to 18/00 for one round.
- Gains +1 bonus to damage dice rolls, an additional point is gained for every 3 levels.
- Gains fear immunity at level 5
- Gains the power to cause fear in all creatures with 1 hit dice who fail a saving throw versus breath weapon at level 6. This ability is turned on and off at will.
- Gains Great Kiai (Paralyzing Shout) at level 9. Which raises strength score to 18/00 for two rounds and all enemies within 10ft must save vs paralyzation or be stunned for one round. Can only be used once per day.
Hindrances:
- Can't use Priest Spells.
This is traditionally a Fighter kit, but I figure it could work as a Paladin. Especially since the rules say that a Samurai who falls in reputation becomes a Ronin, kinda like how a Paladin becomes a Fallen Paladin. Not to mention that the way they described the fear ability as being toggled on or off makes me wonder if it could be substituted in place of the ordinary Turn Undead.
Like the Ranger, most of the Paladin kits seem either redundant or repetitive. That I think having the Samurai might work well alongside the already introduced Kensai. Its' one of the more doable kits from the Oriental Adventures supplement.[/spoiler]
Shaman - Cleric Base
[spoiler]"The Shaman is a tribal priest found in savage, barbaric, or nomadic socieites. In his homeland, the Shaman serves his tribe in much the same way that a Cleric would serve the common people of more civilized lands; he acts as a guide, protector, and advisor, using his magical powers to strengthen and defend the tribe."
- Faiths & Avatars
- Player's Options, Spells & Magic.
Requirements: Wis & Con 12 Minimum
Proficiencies: Same as Druid
Equipment: Same as Cleric
Benefits: Access to one Shamanic Spirit (Totemic Spirit). Access to some Druid spells.
There are about 8 different Shamans in 2nd edition. But this one seems to be the best fit for a Cleric kit. It would be restricted to Druid weapons to reflect their preference for tribal weapons. It would get one Totemic Spirit but not sure about what Druid spells it could gain.
The Shaman, in I think The Barbarian Handbook restricts the use of resurrection spells. So that could be added to balance out the Druid additions.[/spoiler]
Crusader - Cleric Base
[spoiler]"Crusaders are priests of deities of war, combat, or conflict who stand at the forefront of the fight for their faiths."
- Faiths & Avatars
- Player's Options, Spells & Magic.
Requirements: 12 Str, 9 Wis & 12 Cha Minimum. Must be lawful or chaotic.
Proficiencies: Same as Cleric
Equipment: Same as Cleric
Benefits: THAC0 improves like the Fighter.
Hindrances: Can't Turn Undead. 1 level behind Clerics when learning spells.
Pretty much a mini-Paladin kit. The one mentioned in Warriors and Priests of the Realms was very vague, until you chose a deity. The only problem was there being 20 deities to pick from, it was interesting that some of the deities were racial specific but implementing that seems really problematic. It feels a bit incomplete so I might add in some attributes from the other Crusader to flesh it out. Not sure how to implement the slow spell progression penalty since the spell progression is set. I might make it that it can't use any spells since that was mentioned in the guide as a possible option.[/spoiler]
Elementalist - Druid Base
[spoiler]"The elemental wizard is a new variety of specialist mage beginning to appear throughout the lands. These wizards scorn the "accepted theories of magical classification (the rigid school structure) in favor of a holistic, natural understanding of magic. The result is elementalism."
- Tome of Magic
Benefits: Can use all Elemental Magic. +2 bonus against Elemental Spells (Fire, Frost, Lightning)
Hindrances: Can't use non-Elemental Magic
I picked out the elemental magic that appears in BG.
Elemental Air:
- Stinking Cloud
- Cloudkill
- Death Fog
- Incendiary Cloud
Elemental Earth:
- Stoneskin
- Stone to Flesh
- Flesh to Stone
- Conjure Earth Elemental
- Earthquake
Elemental Fire:
- Burning Hands
- Fireball
- Flame Arrow
- Melf's Minute Meteors
- Fire shield
- Delayed Blast Fireball
- Incendiary Cloud
- Meteor Swarm
- Flame Blade
- Protection from Fire
- Conjure Fire Elemental
- Fire Seeds
Elemental Water:
- Ice Storm
- Cone of Cold
- Abi-Dalzim's Horrid Wilting
This one probably should be a Mage kit but there's no problem with it being amongst the Druids. I think it might be a nightmare to disable most of the Priest spells. So I could just disable the ones that are shared with Clerics or just the healing ones. I could skip some of the spells listed above too and only add 1 per element.[/spoiler]
Witch - Druid Base
[spoiler]"The Witch specializes in communicating with the dead. Witches learn magical skills from entities and their minions from other planes of existence, or from other Witches. Occasionally, these extraplanar entities contact youthful humans or demihumans for magical instruction; other times, humans and demihumans seek out the entities through arcane rituals and petition them for instruction. The entities agree to such instruction for a variety of reasons— some hope to train their students to eventually become emissaries; some hope to use them as conduits for various forces; some hope to seduce them as consorts; and some simply share their magical secrets for their own amusement."
- The Complete Wizard's Handbook
- The Complete Book of Necromancy
Requirements: 13 Con, Int & Wis Minimum
Proficiencies: No weapon profficiency allowed.
Benefits:
- Access to a Familiar at level 3.
- Can brew sleeping potions at level 5.
- Can brew poison at level 7.
- Can Charm person at level 9.
- At level 11 can brew flying ointment.
- At level 13 can inflict a curse.
- Access to enchantment, conjure and necromancy wizard spells.
Another kit that should be listed with the Mages. But could work as a necromancer type Druid. I think it might just end up being the addition of some necromancer spells with a poor man's version of the HLA Alchemy skill, that gives only some minor potions.[/spoiler]
Spellsinger aka Elven Minstrel - Bard Base
[spoiler]"The magic employed by spellsingers is unlike that used by any other type of magician known on Toril. While other wizards must focus their minds carefully and harness their power only by exact control of rituals and gestures, the spellsinger finds power in the exact opposite. The wild dance of a spellsinger serves to free the spirit and open up the character.s mind to the unending power of the cosmos. Only when an absolute state of mental freedom and conscious release is attained can this mystical energy be transformed into the magician's desired effect."
- Wizards and Rogues of the Realms
- The Complete Bard Handbook
Requirements: 15 Dex, Int and Wis Minimum
Proficiencies: Must be Human or Half-Elf
Equipment: Restricted to Wizard weapons
Benefits:
- Same maximum bonus to their hit points as high Con Wizards.
- Keeps 1d6 Hit Die.
- Casts magic when playing Bard's Song.
- Reduces AC 1 point per level when using Evasion ability, suffers from fatigue as a result of using it.
- At level 6 the Bard's song can entrall enemies.
- At level 10 the Bard's song can put enemies to sleep.
Hindrances:
- Same rolls and saves as Wizards.
- Cannot use magic in the normal way.
This one is the one I'm most intrigued by when I first saw it. Especially since most of the Bard kits don't explore the magic side of them. I'm thinking of tying in the Bard's Song ability with a randomized magic effect, kinda like the Wild Mage. But instead of a small chance of randomization, it would be 100% where it cycles through a couple of preset outcomes. I'm thinking of the Bard's Song simultaneously creating a random positive effect on the party with a random negative effect on the enemy. I wonder if the spell outcomes could be cycled through 10 or so preset outcomes, each with a % chance of occurring.
The supplement also mentions a defensive ability called Evasion that protects the Bard until he toggles it off, I might just turn that into a benefit that happens whilst singing. So there is an incentive for the Bard to constantly be singing to compensate for its' defensive penalties.[/spoiler]
Shadow Walker aka Shadow Dancer- Bard Base
[spoiler]"Shadow walkers are generally human, although members of certain demihuman races have received the training of this exclusive order on rare occasions. Elves and half-elves, however, are sometimes accepted into the ranks of this elite group. The dark and macabre elements of this class generally keep such fair folk at a distance, however."
- Wizards and Rogues of the Realms
Requirements: 15 Dex & Int Minimum. Neutral Good or Chaotic Good alignment.
Proficiencies: Can't use bows or crossbows. Suited to one handed small weapons or slings and darts.
Equipment: May weather leather, studded leather or padded armor. Forbidden from heavy armor or Elven Chain. Unable to equip shields.
Benefits:
- Saving throws vs paralysis, poison or death magic, petrification or polymorth, and breath weapons as Rogues.
- Saving throws to resist rod, staff, wand or magical spells as if they were Wizards.
- Gains Knock and Find Traps spells as innate skills. Invisibility at 8th level. Three times per day.
- Gains Wraithform at level 12.
- Bard's song generates move silently, hide in shadows affect as "Shadow Aura"
- Can Backstab like a thief.
- Night vision equal to 10ft per exp level.
Hindrances:
- Uses attack rolls of Wizards.
- Unable to use Pickpocket.
- Can't use Conjure, Enchantment, Evocation or Necromancy magic.
This is another intriguing kit, especially since it is like the Assassin meets Harper with Mage level fighting abilities. The guide lists them as a thief kit that has magical abilities but I'm moving it to a Bard because I think I can compensate for some things. Namely giving it Knock and Find Traps as innate magic skills. Whilst possibly giving it a Bard's Song that generates the Hide in Shadows Effect, or at least an invisibility effect?
I'd also give it Infravision in place of the Night Vision trait. Invisibility in place of the Shadow Cloak trait. And in place of Shadow Form, I'm thinking of giving it the Wraithform spell that was in BG1 but was hidden in the code, since apparently it works?[/spoiler]
Acrobat - Thief Base
[spoiler]"Acrobats tend to be graceful, fairly strong, and in good physical condition. For their festival acts, they dress in brightly colored, tight-fitting clothing. At other times, they prefer stylish, comfortable clothes, avoiding capes, robes, etc., which might trip them up. On adventures, they wear dull or dark clothing (though it may still look stylish). Acrobats do not like to encumber themselves and so travel light."
- Demi-Humans of the Realms
- Player's Options, Skills & Powers
- Unearthed Arcana 1ed
- The Complete Bard's Handbook (Jongleur)
Requirements: 14 Dex & 12 Str Minimum. (OR 15 Str & 16 Dex Minimum)
Proficiencies: Can use all hurled weapons. Restricted to quarterstaff melee weapon. (Jongleur)
Equipment: Cannot equip armor greater than leather.
Benefits:
- +2 AC versus Missile Weapons.
- Adds level to attack roll against hurled weapons. (Jongleur)
- Increased ability to dodge.
Hindrances:
- No Backstab.
- Suffers -1 penalty to dexterity per point of AC over 7.
- Penalty to weight limit.
- Can't Pickpocket, Open Locks, Find/Remove Traps (1ed rules)
Outside of 1ed the kit is rather ordinary, so I've brought over some aspects of 1ed into this, whilst combing it with the Jongleur Bard kit because they are pretty much the same thing. The idea would just be a ranged Thief that can dodge incredibly well to compensate for its' weak defences.[/spoiler]
Scout - Thief Base
[spoiler]"Scouts are those characters who are most at home in the wilderness. They can be hunters, loggers, trappers or furriers. Or they might be employed by the campaign’s military forces to patrol the country’s borders and keep a furtive eye on the nation’s enemies. As a rule, they are brave—even daring. Few others would voluntarily cross into enemy territory to ascertain troop movements or the locations of the monsters’ stronghold. Wilderness is not limited to forests. Any geographic region that is untouched by civilization qualifies. Such areas can include the desert, arctic tundra, tropical rain forests, mountain valleys, or even natural cave complexes—perhaps leading to the Underdark."
- Demi-Humans of the Realms
- Player's Options, Skills & Powers
- The Complete Thief's Handbook
Requirements: 13 Con, Dex 11, Int 13 Minimum
Proficiencies: Can use Long Bows.
Equipment: Restricted to Leather armor.
Benefits:
- Automatically gains +4 to rolls.
- Gains +1 bonus to everything & 10%+ Bonus to Move Silently and Hide in Shadows when in wilderness maps.
Hindrances:
- Can't Pickpocket.
- Suffers -1 penalty to everything and -5% thieving skills when in urban or dungeon maps.
I wonder if it is possible to activate certain abilities depending on the map kind the character is in. I know that when it comes to banters, the game detects what kind of map you are in from Night, Day, Dungeon, City and Wilderness, so theoretically it should do the same with abilities.[/spoiler]
I'm not planning on tackling all kits at once, but rather spreading them out throughout the year. Some might just prove redundant, in the case of the Shadow Walker maybe taking over the Harper. I'm just looking for feedback on the kits I've compiled that either stand the best chance of making it to BG or are unique enough to be brought into BG.
I also tried to ignore certain kits that just emulate other classes. For example the Meistersinger which tries to combine aspects of the Ranger/Druid onto a Bard which is rather pointless when you can be a Ranger/Druid. I've added descriptions from the guides that I sourced from to give a picture of what they'd be like. In some cases like the Acrobat, I amalgamated different rulesets into one because it was feeling a little sparse. I also was very careful not to add stuff that wasn't described in the supplements, as I want to keep the kits' integrity.
I may have selected some kits that already exist in BG mods. But from looking at some of them around the internet, they don't seem to follow the supplements all that accurately.
Pugilist - Fighter Base
[spoiler]"Pugilists are characters who prefer to fight with their bare hands. They might make a living by fighting in a ring. Or perhaps they specialize in martial arts. They are strong, tough, and fit into any society that allows professional or street fights. Pugilists make excellent adventurers, as they have quick reflexes and are good in a brawl with monsters. Adventuring gives them an additional outlet for their physical side, and it affords them opportunities to travel to new communities and find new fights."
- Player's Options, Skills & Powers
Requirements: 14 Dex & Str Minimum
Proficiencies: No restrictions
Equipment: Restricted to Light Armour
Benefits: Unarmed combat same as armed warrior combat.
Pretty much the physical aspects of the Monk for the Fighter class. Might have to add a rule about limiting the weapon proficiencies or even removing them altogether. So to avoid treading on the toes of the True Fighter.[/spoiler]
Sharpshooter - Fighter Base
[spoiler]"Sharpshooters devote their time and effort to becoming extremely proficient with missile weapons. They might be experts with thrown weapons such as the dagger or hand axe. Some make their living as trick-shot artists in carnivals and circuses. Sharpshooters may be military specialists assigned to attack and dispose of enemy officers, wizards, airborne foes, or even enemy sharpshooters. Others might be classic archers, able to split an opponent’s arrow in a target or knock a foe’s weapon from his hand."
- Player's Options, Skills & Powers.
- The Complete Book of Dwarves (Kit Variation)
Requirements: 13 Dex Minimum
Proficiencies: Points must be allocated to missile weapons.
Equipment: No restrictions
Benefits: +1 bonus to attack and damage rolles when using missile weapons.
Hindrances: -1 penalty on initiative rolles for melee combat.
Pretty much a ranged Fighter. The Dwarf incarnation limits only to Bows and Crossbows but the general kit only restricts players to missile weapons. It looks to be a copy of the Archer kit but for everyone. So I might need to search around for some more attributes.[/spoiler]
Limbant aka the Greenwood Ranger - Ranger Base
[spoiler]"The rarest and certainly the most unusual ranger, the Greenwood Ranger, or Limbant, combines characteristics of both humans and plants. The Greenwood Ranger begins life as a normal human, but through resolute appeals to the gods, he gradually acquires plant-like qualities that enhance his relationship with the vegetable kingdom and endow him with remarkable powers."
- The Complete Ranger's Handbook
Requirements: Must be Human
Proficiencies: Restricted to Axe, Bow, Crossbow, Dagger, Quarterstaff, Sling, Spear, Long Sword & Short Shorts
Equipment: No Armour allowed.
Benefits:
- At level 4 gains AC5, every progressive level increases AC by 1 until reaches maximum of AC-6 at 15th level
- Photosynthesis: Suffers 1-2 dmg at night but doesn't get fatigued during the day.
- Rooting: At level 8 gains accelerate healing by rooting himself on the spot.
Hindrances:
- Can't wear Armor or Shoes.
- Stiff Limbs: Suffers -5% penalty to move silently. Gets no Dex bonus to his AC
- Vunerable to Fire: Suffers -4 penalty to all saving throws involving fire-based attacks. All fire based attacks inflict additional +1 hit point per die.
- Vunerable to Extreme Climates: When at freezing climates, Limbant must make constitution check or lose 1-4 hit points.
- Limited Magic: Limbant can only cast spells from the plant sphere.
- Reaction Penalty: Due to his appearance he suffers a -3 reaction adjustment penalty when encountering NPCs.
Plant Sphere:
- Entangle
- Shillelagh
- Barkskin
- Goodberry
This is a bit of a foil to the Beast Master. I removed some of its' traits like talking to plants since that is completely useless in BG. The Ranger kits overall are all rather dull, even the Feralan or Justifier who nearly made it into the game. But the Limbant seems like it could be interesting, especially since fire dmg is really common.[/spoiler]
Harper - Ranger Base
[spoiler]"Those Who Harp, or Harpers as they are better known, are a loose-knit band of brave souls who oppose the forces of evil at every opportunity. Whether their actions center on the dark plots of the Zhentarim or on the expansionist plans of a power-hungry king, the Harpers risk their lives and ofttimes sacrifice them for the greater good of the people."
- Warriors and Priests of the Realms
Requirements: 12 Str, 13 Dex, 14 Wis Minimum. Neutral or Good alignment Only.
Benefits:
- Gains Harper pin randomly at level 1, 2 or 3
- Gains "Pass Without Trace" spell at level 5 for once a day. Increases every three levels.
- Identify Rune & Sign Language
Hindrances:
- Hide in Shadows & Move Silently's % are effected by armor.
The kit details were really vague, so I might have to scour through it again. But aside from the Limbant this is only other ranger based kit that seems like it could be interesting. I wonder if it would be possible to do a knockoff of Jaheira's Harper Pin to give to this kit. "Pass without Trace" spell could be just an innate invisibility spell. Identify Rune & Sign Language could just be an increased Lore score.[/spoiler]
Samurai - Paladin Base
[spoiler]"The samurai is a warrior from cultures based on the medieval Japanese civilization. He lives by a very strict code of honor and behavior, a code demanding: absolute obedience to his lord: readiness to die for honor or for his lord at any time: eagerness to avenge any dishonor to his lord, his family, or himself; willingness to repay all debts honorably: and unwillingness to demonstrate the most dishonorable trait of cowardice"
- The Complete Fighter's Handbook (Refers to Oriental Adventures)
- Oriental Adventures 1ed
Requirements: 13 Str, Wis, Con & 14 Int Minimum. Must be lawful alignment. Must be Human.
Proficiencies: 2 extra proficiency slots but must specialize in katana (2 slots), bow (3 slots) and 1 left over for player to use.
Benefits:
- Gains Kiai (Loud Shout) at level 1 for once a day. But gains an additional use for every level gained afterwards. Kiai increases Samurai strength score to 18/00 for one round.
- Gains +1 bonus to damage dice rolls, an additional point is gained for every 3 levels.
- Gains fear immunity at level 5
- Gains the power to cause fear in all creatures with 1 hit dice who fail a saving throw versus breath weapon at level 6. This ability is turned on and off at will.
- Gains Great Kiai (Paralyzing Shout) at level 9. Which raises strength score to 18/00 for two rounds and all enemies within 10ft must save vs paralyzation or be stunned for one round. Can only be used once per day.
Hindrances:
- Can't use Priest Spells.
This is traditionally a Fighter kit, but I figure it could work as a Paladin. Especially since the rules say that a Samurai who falls in reputation becomes a Ronin, kinda like how a Paladin becomes a Fallen Paladin. Not to mention that the way they described the fear ability as being toggled on or off makes me wonder if it could be substituted in place of the ordinary Turn Undead.
Like the Ranger, most of the Paladin kits seem either redundant or repetitive. That I think having the Samurai might work well alongside the already introduced Kensai. Its' one of the more doable kits from the Oriental Adventures supplement.[/spoiler]
Shaman - Cleric Base
[spoiler]"The Shaman is a tribal priest found in savage, barbaric, or nomadic socieites. In his homeland, the Shaman serves his tribe in much the same way that a Cleric would serve the common people of more civilized lands; he acts as a guide, protector, and advisor, using his magical powers to strengthen and defend the tribe."
- Faiths & Avatars
- Player's Options, Spells & Magic.
Requirements: Wis & Con 12 Minimum
Proficiencies: Same as Druid
Equipment: Same as Cleric
Benefits: Access to one Shamanic Spirit (Totemic Spirit). Access to some Druid spells.
There are about 8 different Shamans in 2nd edition. But this one seems to be the best fit for a Cleric kit. It would be restricted to Druid weapons to reflect their preference for tribal weapons. It would get one Totemic Spirit but not sure about what Druid spells it could gain.
The Shaman, in I think The Barbarian Handbook restricts the use of resurrection spells. So that could be added to balance out the Druid additions.[/spoiler]
Crusader - Cleric Base
[spoiler]"Crusaders are priests of deities of war, combat, or conflict who stand at the forefront of the fight for their faiths."
- Faiths & Avatars
- Player's Options, Spells & Magic.
Requirements: 12 Str, 9 Wis & 12 Cha Minimum. Must be lawful or chaotic.
Proficiencies: Same as Cleric
Equipment: Same as Cleric
Benefits: THAC0 improves like the Fighter.
Hindrances: Can't Turn Undead. 1 level behind Clerics when learning spells.
Pretty much a mini-Paladin kit. The one mentioned in Warriors and Priests of the Realms was very vague, until you chose a deity. The only problem was there being 20 deities to pick from, it was interesting that some of the deities were racial specific but implementing that seems really problematic. It feels a bit incomplete so I might add in some attributes from the other Crusader to flesh it out. Not sure how to implement the slow spell progression penalty since the spell progression is set. I might make it that it can't use any spells since that was mentioned in the guide as a possible option.[/spoiler]
Elementalist - Druid Base
[spoiler]"The elemental wizard is a new variety of specialist mage beginning to appear throughout the lands. These wizards scorn the "accepted theories of magical classification (the rigid school structure) in favor of a holistic, natural understanding of magic. The result is elementalism."
- Tome of Magic
Benefits: Can use all Elemental Magic. +2 bonus against Elemental Spells (Fire, Frost, Lightning)
Hindrances: Can't use non-Elemental Magic
I picked out the elemental magic that appears in BG.
Elemental Air:
- Stinking Cloud
- Cloudkill
- Death Fog
- Incendiary Cloud
Elemental Earth:
- Stoneskin
- Stone to Flesh
- Flesh to Stone
- Conjure Earth Elemental
- Earthquake
Elemental Fire:
- Burning Hands
- Fireball
- Flame Arrow
- Melf's Minute Meteors
- Fire shield
- Delayed Blast Fireball
- Incendiary Cloud
- Meteor Swarm
- Flame Blade
- Protection from Fire
- Conjure Fire Elemental
- Fire Seeds
Elemental Water:
- Ice Storm
- Cone of Cold
- Abi-Dalzim's Horrid Wilting
This one probably should be a Mage kit but there's no problem with it being amongst the Druids. I think it might be a nightmare to disable most of the Priest spells. So I could just disable the ones that are shared with Clerics or just the healing ones. I could skip some of the spells listed above too and only add 1 per element.[/spoiler]
Witch - Druid Base
[spoiler]"The Witch specializes in communicating with the dead. Witches learn magical skills from entities and their minions from other planes of existence, or from other Witches. Occasionally, these extraplanar entities contact youthful humans or demihumans for magical instruction; other times, humans and demihumans seek out the entities through arcane rituals and petition them for instruction. The entities agree to such instruction for a variety of reasons— some hope to train their students to eventually become emissaries; some hope to use them as conduits for various forces; some hope to seduce them as consorts; and some simply share their magical secrets for their own amusement."
- The Complete Wizard's Handbook
- The Complete Book of Necromancy
Requirements: 13 Con, Int & Wis Minimum
Proficiencies: No weapon profficiency allowed.
Benefits:
- Access to a Familiar at level 3.
- Can brew sleeping potions at level 5.
- Can brew poison at level 7.
- Can Charm person at level 9.
- At level 11 can brew flying ointment.
- At level 13 can inflict a curse.
- Access to enchantment, conjure and necromancy wizard spells.
Another kit that should be listed with the Mages. But could work as a necromancer type Druid. I think it might just end up being the addition of some necromancer spells with a poor man's version of the HLA Alchemy skill, that gives only some minor potions.[/spoiler]
Spellsinger aka Elven Minstrel - Bard Base
[spoiler]"The magic employed by spellsingers is unlike that used by any other type of magician known on Toril. While other wizards must focus their minds carefully and harness their power only by exact control of rituals and gestures, the spellsinger finds power in the exact opposite. The wild dance of a spellsinger serves to free the spirit and open up the character.s mind to the unending power of the cosmos. Only when an absolute state of mental freedom and conscious release is attained can this mystical energy be transformed into the magician's desired effect."
- Wizards and Rogues of the Realms
- The Complete Bard Handbook
Requirements: 15 Dex, Int and Wis Minimum
Proficiencies: Must be Human or Half-Elf
Equipment: Restricted to Wizard weapons
Benefits:
- Same maximum bonus to their hit points as high Con Wizards.
- Keeps 1d6 Hit Die.
- Casts magic when playing Bard's Song.
- Reduces AC 1 point per level when using Evasion ability, suffers from fatigue as a result of using it.
- At level 6 the Bard's song can entrall enemies.
- At level 10 the Bard's song can put enemies to sleep.
Hindrances:
- Same rolls and saves as Wizards.
- Cannot use magic in the normal way.
This one is the one I'm most intrigued by when I first saw it. Especially since most of the Bard kits don't explore the magic side of them. I'm thinking of tying in the Bard's Song ability with a randomized magic effect, kinda like the Wild Mage. But instead of a small chance of randomization, it would be 100% where it cycles through a couple of preset outcomes. I'm thinking of the Bard's Song simultaneously creating a random positive effect on the party with a random negative effect on the enemy. I wonder if the spell outcomes could be cycled through 10 or so preset outcomes, each with a % chance of occurring.
The supplement also mentions a defensive ability called Evasion that protects the Bard until he toggles it off, I might just turn that into a benefit that happens whilst singing. So there is an incentive for the Bard to constantly be singing to compensate for its' defensive penalties.[/spoiler]
Shadow Walker aka Shadow Dancer- Bard Base
[spoiler]"Shadow walkers are generally human, although members of certain demihuman races have received the training of this exclusive order on rare occasions. Elves and half-elves, however, are sometimes accepted into the ranks of this elite group. The dark and macabre elements of this class generally keep such fair folk at a distance, however."
- Wizards and Rogues of the Realms
Requirements: 15 Dex & Int Minimum. Neutral Good or Chaotic Good alignment.
Proficiencies: Can't use bows or crossbows. Suited to one handed small weapons or slings and darts.
Equipment: May weather leather, studded leather or padded armor. Forbidden from heavy armor or Elven Chain. Unable to equip shields.
Benefits:
- Saving throws vs paralysis, poison or death magic, petrification or polymorth, and breath weapons as Rogues.
- Saving throws to resist rod, staff, wand or magical spells as if they were Wizards.
- Gains Knock and Find Traps spells as innate skills. Invisibility at 8th level. Three times per day.
- Gains Wraithform at level 12.
- Bard's song generates move silently, hide in shadows affect as "Shadow Aura"
- Can Backstab like a thief.
- Night vision equal to 10ft per exp level.
Hindrances:
- Uses attack rolls of Wizards.
- Unable to use Pickpocket.
- Can't use Conjure, Enchantment, Evocation or Necromancy magic.
This is another intriguing kit, especially since it is like the Assassin meets Harper with Mage level fighting abilities. The guide lists them as a thief kit that has magical abilities but I'm moving it to a Bard because I think I can compensate for some things. Namely giving it Knock and Find Traps as innate magic skills. Whilst possibly giving it a Bard's Song that generates the Hide in Shadows Effect, or at least an invisibility effect?
I'd also give it Infravision in place of the Night Vision trait. Invisibility in place of the Shadow Cloak trait. And in place of Shadow Form, I'm thinking of giving it the Wraithform spell that was in BG1 but was hidden in the code, since apparently it works?[/spoiler]
Acrobat - Thief Base
[spoiler]"Acrobats tend to be graceful, fairly strong, and in good physical condition. For their festival acts, they dress in brightly colored, tight-fitting clothing. At other times, they prefer stylish, comfortable clothes, avoiding capes, robes, etc., which might trip them up. On adventures, they wear dull or dark clothing (though it may still look stylish). Acrobats do not like to encumber themselves and so travel light."
- Demi-Humans of the Realms
- Player's Options, Skills & Powers
- Unearthed Arcana 1ed
- The Complete Bard's Handbook (Jongleur)
Requirements: 14 Dex & 12 Str Minimum. (OR 15 Str & 16 Dex Minimum)
Proficiencies: Can use all hurled weapons. Restricted to quarterstaff melee weapon. (Jongleur)
Equipment: Cannot equip armor greater than leather.
Benefits:
- +2 AC versus Missile Weapons.
- Adds level to attack roll against hurled weapons. (Jongleur)
- Increased ability to dodge.
Hindrances:
- No Backstab.
- Suffers -1 penalty to dexterity per point of AC over 7.
- Penalty to weight limit.
- Can't Pickpocket, Open Locks, Find/Remove Traps (1ed rules)
Outside of 1ed the kit is rather ordinary, so I've brought over some aspects of 1ed into this, whilst combing it with the Jongleur Bard kit because they are pretty much the same thing. The idea would just be a ranged Thief that can dodge incredibly well to compensate for its' weak defences.[/spoiler]
Scout - Thief Base
[spoiler]"Scouts are those characters who are most at home in the wilderness. They can be hunters, loggers, trappers or furriers. Or they might be employed by the campaign’s military forces to patrol the country’s borders and keep a furtive eye on the nation’s enemies. As a rule, they are brave—even daring. Few others would voluntarily cross into enemy territory to ascertain troop movements or the locations of the monsters’ stronghold. Wilderness is not limited to forests. Any geographic region that is untouched by civilization qualifies. Such areas can include the desert, arctic tundra, tropical rain forests, mountain valleys, or even natural cave complexes—perhaps leading to the Underdark."
- Demi-Humans of the Realms
- Player's Options, Skills & Powers
- The Complete Thief's Handbook
Requirements: 13 Con, Dex 11, Int 13 Minimum
Proficiencies: Can use Long Bows.
Equipment: Restricted to Leather armor.
Benefits:
- Automatically gains +4 to rolls.
- Gains +1 bonus to everything & 10%+ Bonus to Move Silently and Hide in Shadows when in wilderness maps.
Hindrances:
- Can't Pickpocket.
- Suffers -1 penalty to everything and -5% thieving skills when in urban or dungeon maps.
I wonder if it is possible to activate certain abilities depending on the map kind the character is in. I know that when it comes to banters, the game detects what kind of map you are in from Night, Day, Dungeon, City and Wilderness, so theoretically it should do the same with abilities.[/spoiler]
I'm not planning on tackling all kits at once, but rather spreading them out throughout the year. Some might just prove redundant, in the case of the Shadow Walker maybe taking over the Harper. I'm just looking for feedback on the kits I've compiled that either stand the best chance of making it to BG or are unique enough to be brought into BG.








