Assorted personalized tweaks that might interest others. Will be updated regularly as I make more changes, will accept requests or suggestions within reason.
Vanguard Fighter Kit
Dwarven Defender for non-dwarves with more versatile weapon choices to compensate for lack of shorty saves. Optional component for Vanguard Khalid.VANGUARD: The vanguard is a frontline warrior trained to fight in the middle of enemy lines. Tough and durable, a vanguard is a reliable defender capable of holding the line and enduring blows that would fell a lesser man.
Advantages:
- May use Defensive Stance once per day. Gains one use at level 1, one use at level 4, and an additional use every 4 levels thereafter.
DEFENSIVE STANCE: For 1 turn, the Vanguard gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty.
- Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 levels to a maximum of 20% at level 20.
- Hit Die: d12
Disadvantages:
- May not exceed High Mastery (four slots) in single-handed melee weapons.
- May not exceed Specialization (two slots) in any other weapon.
Advantages:
- May use Defensive Stance once per day. Gains one use at level 1, one use at level 4, and an additional use every 4 levels thereafter.
DEFENSIVE STANCE: For 1 turn, the Vanguard gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty.
- Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 levels to a maximum of 20% at level 20.
- Hit Die: d12
Disadvantages:
- May not exceed High Mastery (four slots) in single-handed melee weapons.
- May not exceed Specialization (two slots) in any other weapon.
Adventurer Thief Kit
A thief kit with archer abilities. Optional component for Adventurer Imoen.ADVENTURER: A cunning rogue who practices thieving skills for the sake of adventuring rather than duplicity, adventurer rogues are skilled at scouting and wilderness survival, usually choosing to specialize in ranged weapons both to hunt and fight from a safe distance.
Advantages:
- +1 to hit and damage rolls with any missile weapon at level 1 and every 3 levels thereafter.
- May achieve Mastery (3 slots) in ranged weapons.
- May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.
CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Adventurer:
4th level: -1 penalty to target's THAC0.
8th level: -1 penalty to target's Saving Throws vs. Spell.
12th level: -1 penalty to the target's Strength score.
16th level: +2 bonus to damage roll.
Disadvantages:
- May not use Backstab ability.
Advantages:
- +1 to hit and damage rolls with any missile weapon at level 1 and every 3 levels thereafter.
- May achieve Mastery (3 slots) in ranged weapons.
- May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.
CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Adventurer:
4th level: -1 penalty to target's THAC0.
8th level: -1 penalty to target's Saving Throws vs. Spell.
12th level: -1 penalty to the target's Strength score.
16th level: +2 bonus to damage roll.
Disadvantages:
- May not use Backstab ability.
Divine Champion Paladin Kit
A heavy-hitting and sorta-cheesy paladin kit. Optional component for Divine Champion Ajantis, Keldorn and (if installed prior) Sirene.DIVINE CHAMPION: The divine champion is the strong right arm of their deity. They serve as a guardian of holy sites, a protector of pilgrims and a leader of crusades. Though paladins fill these roles in many good-aligned churchs, a divine champion can take up the banner of any deity, regardless of alignment or ethos. These holy warriors are loved by their patron's worshipers and hated by the church's enemies in equal measure.
Advantages:
- May be of any non-evil alignment.
- May achieve High Mastery (4 slots) in any weapon.
- Gains +1 to all Saving Throws at level 5 and every 5 levels gained thereafter.
- From level 2 onwards, may use the Smite Evil ability once per day. Gains an additional use at level 4 and an additional use every 4 levels thereafter.
SMITE EVIL: The divine champion's next attack within two rounds gains a +1 bonus to hit and damage per 2 levels gained versus any evil creature struck.
- From level 5 onwards, may use the Divine Wrath ability once per day.
DIVINE WRATH: The divine champion channels a portion of their deity's power, gaining a +4 bonus to Strength, Dexterity and Constitution for 1 turn + 1 round per level gained thereafter. After the effect has expired, the divine champion becomes fatigued.
Disadvantages:
- May not Turn Undead.
– May not cast priest spells.
Advantages:
- May be of any non-evil alignment.
- May achieve High Mastery (4 slots) in any weapon.
- Gains +1 to all Saving Throws at level 5 and every 5 levels gained thereafter.
- From level 2 onwards, may use the Smite Evil ability once per day. Gains an additional use at level 4 and an additional use every 4 levels thereafter.
SMITE EVIL: The divine champion's next attack within two rounds gains a +1 bonus to hit and damage per 2 levels gained versus any evil creature struck.
- From level 5 onwards, may use the Divine Wrath ability once per day.
DIVINE WRATH: The divine champion channels a portion of their deity's power, gaining a +4 bonus to Strength, Dexterity and Constitution for 1 turn + 1 round per level gained thereafter. After the effect has expired, the divine champion becomes fatigued.
Disadvantages:
- May not Turn Undead.
– May not cast priest spells.
Rashemi Berserker Ranger Kit for Minsc
A berserker ranger kit for Minsc.RASHEMI BERSERKER: The distant land of Rashemen has a strong tradition of berserker warriors. The berserkers of Rashemen are organized into lodges named after local creatures, such as the Ice Dragon Berserker Lodge. True to their names, Rashemi berserkers are famed for their mighty rage, but also for their prowess in battle, sense of honor, and fierce loyalty to their land and rulers, the wychlaran. Newly inducted berserkers undertake a coming-of-age tradition known as 'dajemma', a journey far from their homeland to see and understand the world. Often, they travel alongside a wychlaran to whom they are sworn to defend with their lives. The berserkers of Rashemen are the mortal enemies of the Red Wizards of Thay, who they have been at war with for centuries.
ADVANTAGES:
– Hit Die: d12
– May achieve mastery in any melee weapon.
– May use the Berserker Rage ability once per day. Gains one additional use every 5 levels.
BERSERKER RAGE: The Rashemi berserker becomes enraged for 2 turns. While enraged, he gains a +2 bonus to his Strength, one bonus attack per round, and becomes immune to charm, confusion, fear, feeblemind, hold, level drain, maze, stun, and sleep. The Rashemi berserker also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree, possibly knocking him unconscious. However, his armor class is penalized by 4 points while enraged. Additionally, the berserker is unable to perform any action aside from movement and attacking, such as spellcasting, using items, stealth or talking until the rage has ended. Bonuses to Strength increase to +4 at 12th level and +6 at 20th level.
Once the duration has ended, the Rashemi berserker becomes winded, reducing his THAC0, armor class and damage by four points, and he is unable to go berserk again for one turn.
– 5th level: May use Mighty Blow.
MIGHTY BLOW: The Rashemi berserker may choose to forsake accuracy for more power, reducing his THAC0 by 4 but dealing 4 extra points of damage per hit (melee only). THAC0 and damage modifiers increase to 8 from level 20 onwards. This ability may be toggled at will.
– 8th level: Gains Unbreakable Will.
UNBREAKABLE WILL: Rashemi berserkers have tremendous willpower. The berserker permanently gains +3 to saves vs. spell, which is doubled while berserk. The Rashemi berserker also gains immunity to psionics while berserk.
– 12th level: Gains Unstoppable Rage.
UNSTOPPABLE RAGE: The Rashemi berserker has become a juggernaut while enraged, truly a being to be feared. The berserker is immune to all movement-hindering effects and Imprisonment while berserk.
– 16th level: Gains Tireless Rage.
TIRELESS RAGE: The Rashemi berserker is no longer winded and will not suffer damage after his rage has ended.
– 18th level: Gains Deathless Frenzy.
DEATHLESS FRENZY: The Rashemi berserker's rage is so great that it allows him to temporarily stave off death. From 18th level onwards, the Rashemi berserker is unable to die by any means within the first five rounds of entering rage.
DISADVANTAGES:
– Alignment restricted to any non-lawful.
– May not wear heavier armor than splint mail.
– May cast one less priest spell per level.
– May not Specialize in ranged weapons.
ADVANTAGES:
– Hit Die: d12
– May achieve mastery in any melee weapon.
– May use the Berserker Rage ability once per day. Gains one additional use every 5 levels.
BERSERKER RAGE: The Rashemi berserker becomes enraged for 2 turns. While enraged, he gains a +2 bonus to his Strength, one bonus attack per round, and becomes immune to charm, confusion, fear, feeblemind, hold, level drain, maze, stun, and sleep. The Rashemi berserker also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree, possibly knocking him unconscious. However, his armor class is penalized by 4 points while enraged. Additionally, the berserker is unable to perform any action aside from movement and attacking, such as spellcasting, using items, stealth or talking until the rage has ended. Bonuses to Strength increase to +4 at 12th level and +6 at 20th level.
Once the duration has ended, the Rashemi berserker becomes winded, reducing his THAC0, armor class and damage by four points, and he is unable to go berserk again for one turn.
– 5th level: May use Mighty Blow.
MIGHTY BLOW: The Rashemi berserker may choose to forsake accuracy for more power, reducing his THAC0 by 4 but dealing 4 extra points of damage per hit (melee only). THAC0 and damage modifiers increase to 8 from level 20 onwards. This ability may be toggled at will.
– 8th level: Gains Unbreakable Will.
UNBREAKABLE WILL: Rashemi berserkers have tremendous willpower. The berserker permanently gains +3 to saves vs. spell, which is doubled while berserk. The Rashemi berserker also gains immunity to psionics while berserk.
– 12th level: Gains Unstoppable Rage.
UNSTOPPABLE RAGE: The Rashemi berserker has become a juggernaut while enraged, truly a being to be feared. The berserker is immune to all movement-hindering effects and Imprisonment while berserk.
– 16th level: Gains Tireless Rage.
TIRELESS RAGE: The Rashemi berserker is no longer winded and will not suffer damage after his rage has ended.
– 18th level: Gains Deathless Frenzy.
DEATHLESS FRENZY: The Rashemi berserker's rage is so great that it allows him to temporarily stave off death. From 18th level onwards, the Rashemi berserker is unable to die by any means within the first five rounds of entering rage.
DISADVANTAGES:
– Alignment restricted to any non-lawful.
– May not wear heavier armor than splint mail.
– May cast one less priest spell per level.
– May not Specialize in ranged weapons.
Expanded Racial Enemies
Adds playable races as racial enemies.This component adds the playable races: human, elf, half-elf, halfling, gnome, dwarf and half-orc as options for racial enemies. Of all the options, I think human is obviously the most useful option overall, with elf coming second for fighting against drow. The rest are just there to round things out.
Expanded Shapeshifting
Provides more versatile and powerful shapeshifting for druids.This component replaces the mediocre shapeshifting abilities of the vanilla druid with a much more powerful ability. The druid and avenger gain a 'Wild Shape' ability which, three times per day, allows them to shapeshift into five different animal forms.
Wild Shape: Animal Forms
The avenger also has gotten a slight overhaul. Besides its forms gaining a slight boost to match the new forms, it also gets a new form - winter wolf - to make up for the spider being moved into the standard druid selection.
Wild Shape: Avenger Forms
Additionally, the Fire Elemental Transformation and Earth Elemental Transformation HLAs have been removed. Instead, the druid gains one use of Elemental Shape at level 14, allowing them to shift into elementals of the four major elemental planes. The forms get a power boost upon the druid reaching level 15:
Wild Shape: Elemental Forms
BROWN BEAR: 18/00 STR, 9 DEX, base AC 6, 1.5 attacks per round, +30% bonus hit points, +25% physical resistance. Attacks deal 1d12 piercing or slashing damage (whichever is better) and have a 15% chance to deal an additional 2d6 crushing damage.
WOLF: 18 STR, 17 DEX, base AC 4, 2 attacks per round, +10% bonus hit points, +10% physical resistance. Attacks deal 1d4 piercing or slashing damage (whichever is better) and have a 15% chance to knock down targets for one round on a failed save vs. death.
SPIDER: 17 STR, 17 DEX, base AC 6, 4 attacks per round. Attacks deal 1d2 piercing damage and inflict 12 points of poison damage over six rounds.
BOAR: 18/50 STR, 9 DEX, base AC 5, 1 attack per round, +50% bonus hit points, +40% physical resistance. Attacks deal 1d8 crushing damage and have a 15% chance to deal an additional 2d4 crushing damage and stun for 2 rounds on a failed save vs. death.
PANTHER: 18/75 STR, 18 DEX, base AC 2, 3 attacks per round, +20% bonus hit points, +25% physical resistance, increased movement rate. Attacks deal 1d8 slashing damage and have a 15% chance to bleed targets for one point of slashing damage per second for six seconds.The avenger also has gotten a slight overhaul. Besides its forms gaining a slight boost to match the new forms, it also gets a new form - winter wolf - to make up for the spider being moved into the standard druid selection.
Wild Shape: Avenger Forms
RED SALAMANDER: 17 STR, 18 DEX, base AC 4, 2 attacks per round, +25% bonus hit points, +25% physical resistance, fire resistance set to 125%, cold resistance set to -50%. Attacks deal 1d8 piercing damage plus 1d6+1 fire damage, increasing by one point per level gained. An opponent that hits the avenger with any weapons or spells within melee range suffers the same amount of fire damage.
WYVERN: 18/00 STR, 9 DEX, base AC 4, 1 attack per round, +25% bonus hit points, +15% physical resistance, immunity to poison. Attacks deal 1d10 piercing damage and have a 50% chance to poison targets for 20% of their maximum hit points (save vs. death for half)
WINTER WOLF: 17 STR, 17 DEX, base AC 4, 1 attack per round, +10% bonus hit points, +10% physical resistance, cold resistance set to 125%. Attacks with a cone projectile which deals 4d4+2 cold damage, increasing by two points per level gained, and slows for two rounds. Save vs. Breath to avoid slow and half damage.Additionally, the Fire Elemental Transformation and Earth Elemental Transformation HLAs have been removed. Instead, the druid gains one use of Elemental Shape at level 14, allowing them to shift into elementals of the four major elemental planes. The forms get a power boost upon the druid reaching level 15:
Wild Shape: Elemental Forms
FIRE ELEMENTAL: 18/75 STR, 18 DEX, base AC 2, 3 attacks per round, +25% bonus hit points, +20% physical resistance, fire resistance set to 125%, cold resistance set to -50%. Attacks deal 2d10 damage (half fire, half slashing). Enemies who strike the druid within melee range suffer fire damage in retaliation.
LEVEL 15: Strength and Dexterity increased to 20. Attacks per round increased to 4.
EARTH ELEMENTAL: 22 STR, 14 DEX, base AC 2, 1 attack per round, +50% bonus hit points, +50% physical resistance. Attacks deal 2d12 crushing damage.
LEVEL 15: Hit point bonus increased to +100%. Physical resistance increased to 75%.
AIR ELEMENTAL: 18/75 STR, 22 DEX, base AC 0, 2 attacks per round, +25% bonus hit points, +20% physical resistance, +100% missile resistance, +100% electrical resistance, increased movement rate. Ranged attacks deal 4d6 damage (half magic, half crushing) and knock all enemies in a 10' radius unconscious on targets who fail a save vs. breath weapons at -2.
LEVEL 15: Base AC increased to -6. Dexterity increased to 24. Attacks deal 8d6 damage and knock enemies unconscious on a failed save vs. breath weapons at -4.
WATER ELEMENTAL: 19 STR, 18 DEX, base AC 2, 2 attacks per round, +50% bonus hit points, +30% physical resistance, fire and cold resistance set to 80%, regenerates 1 hit point/round. Attacks deal 2d10 damage (half cold, half crushing).
LEVEL 15: Strength increased to 21. Regeneration rate increased to 3 hit points/round.The totemic druid and shapeshifter are not affected by this component.
Monk Can Use Quarterstaves
Gives monks the ability to use and be proficient in quarterstaves.This component enables quarterstaff and two-handed weapon style proficiency for monks, complete with proper animations.
Increased Constitution Bonuses
All classes get equal hit point bonuses for constitution. Regeneration rates increased all around.This component makes Constitution a much stronger stat for non-warrior classes by granting full hit point bonuses to all classes.
Additionally, this component also greatly increases high-constitution regeneration rates as well as giving slow regeneration to lower constitution values. CON-based Regeneration has always felt a little too slow to be useful and this was my attempt to make the effect much more noticeable. Also, as a player who tries to rest sparingly, slow regeneration makes resting between area transitions less necessary while not affecting combat. This will also hopefully also reduce cases of 'resting for 3 days and 16 hours' for those who play with 'rest until fully healed' enabled.
As an addendum: Dragon Disciples will absolutely LOVE this change.
New constitution table:
2DA V1.0
0
OTHER WARRIOR MIN_ROLL REGENERATION_RATE FATIGUE_BONUS
1 -3 -3 1 0 -4
2 -2 -2 1 0 -3
3 -2 -2 1 0 -3
4 -1 -1 1 0 -2
5 -1 -1 1 0 -2
6 -1 -1 1 0 -1
7 0 0 1 600 -1
8 0 0 1 600 0
9 0 0 1 600 0
10 0 0 1 600 0
11 0 0 1 600 0
12 0 0 1 600 0
13 0 0 1 600 0
14 0 0 1 600 0
15 1 1 1 600 0
16 2 2 1 600 1
17 3 3 1 600 1
18 4 4 1 300 2
19 5 5 1 60 2
20 5 5 2 30 3
21 6 6 3 24 3
22 6 6 3 18 4
23 6 6 4 12 4
24 7 7 4 6 5
25 7 7 4 2 5
Warrior HLAs
Modifies the HLAs Resist Magic, Critical Strike, War CryThese three High Level Abilities are, in my opinion, poorly implemented. War Cry has a pathetic effect, Resist Magic has anti-synergy with spells and equipment, and Critical Strike is abused with high APR which overshadows Whirlwind Attack. As such, I've changed all three abilities significantly:
Resist Magic
This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 5 rounds, the warrior gains a +10 bonus to all saves. In addition, the warrior absorbs the next 20 spell level's worth of spells cast upon them. The saving throw bonus always persists for the full duration.
Critical Strike
A high-level warrior's intimate knowledge of vital spots on opponents allows them to, once per day, concentrate their next attack to strike a vital area. With this ability, the warrior's next attack is a natural 20, a critical hit that deals 4x damage (2x against enemies immune to critical hits).
War Cry
With a War Cry, the warrior lets out an invigorating roar, healing their hit points to full in addition to removing fatigue and restoring drained levels.
Improved Dialogues (BG:EE)
Makes a couple interactions more convenient for the player.Allows the player to get the reputation bonus from Officer Vai without giving up the ability to sell scalps. Talking to Brage no longer forces the party to teleport back to Nashkel.
Not-so-indestructible rats (BG:EE)
Removes the 90% physical resistance from Candlekeep's rats.Makes Candlekeep's worst sidequest more bearable, especially in Legacy of Bhaal mode.
Good-Aligned Roleplay Rewards (BG2:EE)
Allows the player to acquire items that previous required evil actions.Soul Reaver and Girdle of Frost Giant Strength: The morally upright players may attempt to desecrate the shrine to Demogorgon to draw the attention of the Demon Knights instead of offering up a living sacrifice. Beware though, a transgression against the Prince of Demons will not go unpunished. Non-evil clerics and paladins get a safer alternative.
Silver Pantaloons: After freeing Lady Elgea, the party will receive the Silver Pantaloons from a messenger after three days.
Cloak of Dragomir only decreases stats in daylight (BG2:EE)
Removes annoying micromanagement.Not much explanation required I hope. The Cloak of Dragomir only decreases its wearer's stats while standing in daylight. Hexxat will also auto-equip the cloak when necessary if it is in her inventory.









