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Seducer Kit for Thieves v1.1

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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 quite 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 strengthened the kit due to a weak showing in BG1 during testing. Its nerfed Charm ability proved too dangerous to use given the Seducer's squishiness (4 HP per level and no ability to wear armor), so I've given it the ability to briefly Feeblemind groups of enemies from a distance, even if they're non-human. I've also given it some more interesting HLAs and fixed a bug where using Charm to re-take control over a charmed party member would render them permanently unselectable. Now if a fellow party member gets charmed by a Sirine, the Seducer can simply remove the effect with Dispel Charm.

Unlike previous versions of the kit, this one's abilities scale with levels (all the way up to level 50, in case you play Legacy of Bhaal mode), and has much more going for it than just the ability to charm stuff.

Kit description (there's a lot of detail to this kit):

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 Hypnosis at will
- +1 Charisma.
- +2 to save vs. spell
- +2 to save vs. Enchantment spells
- Immunity to charm and domination
- May dispel any charm effect at will
- +1 AC vs. melee weapons

- 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

CHARM: The Seducer may attempt to take control over any creature within 10 feet, infiltrating their mind and probing their thoughts and desires. The target must make a save vs. spell at +5 to resist the effect. If the save is unsuccessful, the Seducer will wriggle their way into the subject's mind and take over after 1 round. Non-humanoid targets have a 95% chance of avoiding the Seducer's charms outright. As the Seducer grows more experienced, their charms become more effective:

- Saving throw: -1 penalty every 2 levels after level 1, and every 3 levels after level 11.
- Range: +5 feet every 2 levels after level 1, and every 3 levels after level 11.
- The chance of charming a non-human target increases by 5% at level 4 and every 2 levels afterwards.

Thus, a level 12 Seducer may charm any creature within 35 feet on a failed save vs. spell with no penalty, with a 30% chance of affecting a non-humanoid target. Charm is not limited by the Seducer's line of sight; he or she can target creatures who are invisible, behind a corner, or (at higher levels) out of the Seducer's visual range. Charm bypasses spell protections, magic resistance, and immunity to charm.

However, the intense concentration involved in charming enemies leaves the Seducer vulnerable. For 1 round after using Charm, the Seducer cannot attack and suffers a -3 penalty to AC and -50% movement rate.

BETRAYAL: If the Seducer backstabs an opponent while it is under the effects of Charm, the Seducer may attempt to land a fatal blow while the target's guard is down. If the victim fails its save vs. death, 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 -5 at level 21. If the victim makes its save, the effects of Charm are broken and the Seducer cannot charm the target for another 5 rounds. Targets who are immune to instant death effects will still take extra damage on a failed save.

HYPNOSIS: With intense concentration, the Seducer can attempt to control many minds at once, putting all enemies in a 15-foot radius into a state of hypnosis. The targets must make a save vs. spell at +5 or be hypnotized (as per the Feeblemind spell) for the duration, unable to act. The victim may adjust to the attack, however, and there is a 25% chance that a successfully hypnotized target will automatically resist Hypnosis for the next 2 rounds. As the Seducer becomes more experienced, Hypnosis becomes more effective:

- Saving throw: -1 penalty every 2 levels until 8, every 3 levels until 20, and every 5 levels after.
- Radius expands from 15 feet to 30 feet at level 19.
- Duration increases to 1d2 rounds at level 9, 1d3 rounds at level 18, 1d4 rounds at level 27, and 1d6 rounds at level 34.

Thus, a level 12 Seducer's Hypnosis will disable any creature in a 15-foot radius for 1d2 rounds if the target fails a save vs. spell with no penalty.

Hypnosis is not limited by the Seducer's line of sight; he or she can target creatures who are invisible, behind a corner, or (at higher levels) out of the Seducer's visual range. This ability bypasses spell protections and magic resistance. Creatures who are immune to feeblemind will still suffer -2 to hit, damage, and casting time on a failed save.

However, the intense concentration involved in hypnotizing enemies leaves the Seducer vulnerable. For 1 round after using Hypnosis, the Seducer cannot attack and suffers a -3 penalty to AC and -50% movement rate.

A Seducer may use Hypnosis once per round.

High-Level Abilities:
- Psionic Lock
- Psionic Invisibility
- Psionic Breach
- Psionic Teleportation
- Psionic Time Stop
- Psionic Insulation
- Psionic Foresight
- Evasion
- Alchemy
- Scribe Scrolls

DUAL-CLASS REQUIREMENTS: 13 Intelligence, 15 Wisdom, 17 Charisma

– Hit Die: d4

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.

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