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Ulb's Shaman Package: New Kit, New Items, and more (WIP)

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Hey there, I'm planning on releasing a little shaman kit mod or rather a mod package containing a shaman kit, several shaman items (for BGEE & BG2EE) as well as a simple shaman script á la aTweaks' Simple Class scripts.

I originally made the kit for personal use only but since there is little shaman content out there yet I figured I could as well make it into a real mod.
I might or might not add more shaman kits in the future.

The kit is done but I still have to finish up the items and the script. For now I'm looking for some feedback on the kit before release. Writing isn't my strong suit and I'm not a native speaker so I would appreciate some proof reading as well.

The 'Far Realm Seer' kit is inspired by C'thulhu/Great Old Ones.

Full kit description:

Far Realm Seer: The Far Realm is a plane of madness situated very far from the planes of the standard cosmology. This maddening realm has many alien and twisted inhabitants, some even as powerful as deities.
Some shamans have a mythical connection that transcends the spirit world and allows them to extend their sight into the far corners of the cosmos. Of those that manage to retain their sanity a select few decide to embrace the maddening realm and harness its power for themselves.

CLASS FEATURES:

May only wear leather, studded leather, and hide armor.
May not equip shields larger than bucklers.
May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow.
May only become Proficient (one slot) in any weapon class.
May only become Proficient (one slot) in any fighting style.
May cast druidic spells.
Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization.
Gains immediate access to a number of Shaman-specific spells, which can be cast like any other: Spirit Ward, Writhing Fog, Spiritual Clarity, Spirit Fire, Recall Spirit, Spiritual Lock, and Ether Gate.
Gains use of the Detect Illusion skill with 20% points as a base and an 4 points per level, up to a maximum of 100% at level 20.
Gains the 'Far Realm Exposure' trait.
May use 'Shamanic Dance' at will.

FAR REALM EXPOSURE: There is little that would instill more fear than the maddening terrors of the Far Realm. Constant exposure to those condition has left the Far Realm Seer immune to fear and moral failure. Yet, their sight of the Far Realm is still a constant strain on the mind, leaving them with a -2 penalty to saves vs. enchantment spells.

SHAMANIC DANCE: Far Realm Seers can pierce the veil between the Prime Material Plane and the Far Realm and thereby summon entities from the Far Realm to assist them in combat. While dancing, the Far Realm Seer takes a -4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity. Each round while the Far Realm Seer dances, there is a 35% base chance plus 2% for each level of the Shaman that an entity will answer the call, up to a maximum of 75% at level 20. Any summoned beings will disappear if the Shaman moves, stops dancing, or if the beings leave visual range. The entities grow in power as the Far Realm Seer gains additional levels:
Level 1: Weak manifestations, up to 2 manifestations at the same time.
Level 6: Lesser manifestations, up to 3 manifestations at the same time.
Level 12: Average manifestations, up to 4 entities at the same time.
Level 18: Strong manifestations, up to 5 entities at the same time.
The type of manifestation is randomly determined from all the manifestations available at the Far Realm Seer's level.

Does not gain bonus spells per day from high Wisdom.
Can not be of good or lawful alignment.
May not dual-class or multi-class.
Ineligible for any stronghold. (This affects only the Shadows of Amn campaign in Baldur's Gate II: Enhanced Edition.)
Hit Dice: d8


Some notes: The "entities" summoned all use the awesome new Neothelid animation. The weaker ones are more transparent. The more the shaman can pierce the veil the stronger the entities get, becoming more "real".
Those summons are a bit stronger than the vanilla shaman ones, making the kit also somewhat stronger in the process. So far I've only played about half of BG1 with the kit and while it felt strong I don't think it is broken or anything.

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