A Gibberlings Three Mod
Author: Caedwyr
Version 5 - Check
for the most recent version
Languages: English, Russian, German, Polish, French
Platforms: Windows, Mac OS X, Linux
Something that bothered me from the first time I played Baldur's Gate II was the weakness of many of the creatures. Among these were the elemental princes, devas and planetars, and the various demons and devils. In Pen and Paper AD&D these are powerful and scary enemies if you get on their wrong sides. In Baldur's Gate II, they were minor obstacles to be plowed over by the Bhaalspawn and his/her party.
What I have done in this mod is to modify the Devas and Planetars that are summoned by the player so they gain most of their Monster Manual abilities and stats. I have taken some small liberties in how I adapted some of these abilities. Since the devas and planetars that are summoned are level 25 creatures and the monster manual lists them as much lower level creatures, I have chosen a class for each of the creatures and increased their statistics according to their class.
This mod is designed to work only with Baldur's Gate II: Throne of Bhaal expansion pack. No bugs are known at this time, but I'm sure I'll hear lots of reports. Send bug reports to me, Caedwyr, or post them at the Gibberlings Three forums.
Windows
P&P Celestials is packaged and installed with WeiDU and is distributed as a self-extracting archive. To install, simply double-click the archive and follow the instructions on screen.
Alternatively the files can be extracted from the archive using WinRAR. If properly extracted, you should have a "celestials" folder, setup-celestials.tp2 and setup-celestials.exe in your BG2 folder. To install, double-click setup-celestials.exe and follow the instructions on screen.
Please run setup-celestials.exe in your BG2 folder to reinstall, uninstall or otherwise change components.
Mac OS X
If the mod was previously installed, uninstall it before extracting the new version. P&P Celestials is packaged and installed with WeiDU. To install, simply extract the contents of the mod into your BG2 folder. If properly extracted, you should have a "celestials" folder, setup-celestials.tp2, setup-celestials, and setup-celestials.command in your BG2 folder. To install, double-click setup-celestials.command and follow the instructions on screen.
One of the largest changes the player will notice is that Summon Deva doesn't always summon the same creature anymore. There are now three different types of Devas that can be summoned depending on which area the player is in.
The Astral Deva
A General Overview
Whenever matters in the lower planes require the attention of the powers
of good, Astral Devas are employed. These powerful warriors have both the
strength and purity for just such missions They can pass into any of the
lower planes at will bringing the force of their justice to the heart of
evil. Astral Devas possess another ability that will allow them to perform
their missions. If directly commanded by the power that they serve, an
Astral Deva can pass into any layer of the lower planes without passing
through the higher layers. Astral Devas also commonly travel through the
Astral plane, performing any needed tasks there. They are commonly sent
to rescue good aligned mortals that have become stranded or lost in the
Astral plane. (Shamelessly taken from the Monster Compendium 8)
Combat
Although they are servants of goodness, Astral Devas often find themselves
in positions where they must deliver their messages of good by the points
of their swords (or maces in the Astral Deva's case), figuratively speaking.
Astral Devas have the following innate powers:
In addition Astral Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They are immune to level loss, both undead and magical, death spells, maze, and imprisonment.
Astral Devas wield a mace-like weapon that does 3d6+3 damage with a +3 magic bonus to hit. It has all the powers of a mace of disruption, and any enemy that is hit by the mace and fails their saving throw vs. spells is knocked senseless for 6 rounds.
For a complete list of the changes made to the Astral Deva see the file Celestials/Docs/Astral Deva Changes.txt
The Monadic Deva
A General Overview
On rare occasions, a power from the upper the planes will have need of a
servant to go to one of the elemental or para-elemental planes. When
this need arises, Monadic Devas are used. Monadics are able to pass
into any of the elemental planes at will. They can survive in any
of the elemental planes without ill effect. Neutral good Monadic
Devas have been known to reside in the plane of Elysium when they are not
on a quest for their power. (Shamelessly taken from the Monster Compendium
8)
Combat
Although they are servants of goodness, Monadic Devas often find themselves
in positions where they must deliver their messages of good by the points
of their swords (or rods in the Monadic Deva's case), figuratively speaking.
Monadic Devas have the following innate powers:
In addition Monadic Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +1 and above enchantment to hit them. They are immune to level loss, both undead and magical as well as death spells. The Monadic Deva is protected at all times by a protection from evil aura around their person, behaving as per the priest spell.
Monadic Devas wield a rod-like weapon that does 1d8+3 damage (+10 versus golems and earth elementals) with a +3 magic bonus to hit. It has all the powers of a rod of smiting, and any golem or earth elemental that is hit by the rod and fails their saving throw vs. death is slain.
For a complete list of the changes made to the Monadic Deva see the file Celestials/Docs/Monadic Deva Changes.txt
The Movanic Deva
A General Overview
Movanic Devas are perhaps the most privileged of all the Devas, for they
are sent to the Prime Material Plane where they often directly aid the
mortal followers of the good deities. They will normally only do this in
moments of dire need and usually only for the more prominent or powerful
mortals. Of course, Movanic Devas are able to pass directly into the Prime
Material Plane at will. (Shamelessly taken from the Monster Compendium
8)
Combat
Although they are servants of goodness, Movanic Devas often find themselves
in positions where they must deliver their messages of good by the points
of their swords, figuratively speaking.
Movanic Devas have the following innate powers:
In addition Movanic Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They regenerate 2 hit points per melee round, and are permanently surrounded by a double strength Protection from Evil.
Movanic Devas wield a two-handed sword that deals 1d10+1 with a +1 attack bonus, and which has all the powers and enchantments of a Flame Tongue +1.
For a complete list of the changes made to the Movanic Deva see the file Celestials/Docs/Movanic Deva Changes.txt
Planetar
A General Overview
Planetars are powerful spirits that directly serve the deities and powers
of the upper planes. Planetars will typically come to the aid of only the
most powerful mortal servants of good.
Combat
Planetars have the spell ability of a priest half the level of the Planetar
and with wisdom equal to 21. They have major access to all spheres, and
in addition have the following innate powers:
In addition Planetars are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +4 and above enchantment to hit them. They regenerate 6 hit points per melee round, are immune to any life level loss (level drain), charm, confusion, domination, feeblemind, imprisonment, maze, death spells. They are permanently surrounded by a Protection from Evil.
Planetars wield a two-handed sword that deals 1d10+3 damage, plus the strength bonus (19 Strength). The weapon has +4 enchantment and all the attributes of a Vorpal Sword.
For a complete list of the changes made to the Planetar see Celestials/Docs/Planetar Changes.txt
Caedwyr created this mod. Visit the Gibberlings Three forums for information on this and any other Gibberlings Three mods on which I may be working.
Since this is my first major project using WeiDU, and some of the more advanced spell creation techniques by myself, I had lots of questions. Without the assistance of the following people this mod would never have been finished.
Help with spell creation and scripts
hlidskialf - Everywhere
Stone Wolf - TeamBG, Forgotten
Wars
Galactygon - TeamBG, Black
Wyrm
Tools and spell creation
Avenger - TeamBG, DLTCEP
Spell Creation
SimDing0 - Pocket Plane Group
Ghreyfain - Pocket Plane Group
igi - TeamBG, Gibberlings Three
Idobek - Gibberlings Three
WeiDU Debugging
Help
jcompton - Pocket Plane Group
Mac version compatibility
Idobek - Gibberlings Three
French Translation
Mathrim Cauthon
Polish Translation
yarpen
Hosting, WeiDU Ninjary,
and Oodles of other help
CamDawg - Gibberlings Three
I would also like to extend special thanks and credit to Galactygon who has provided the new AI scripts for the summoned Devas and the new graphics and effects for Anti-Magic Shell and Dimensional Door.
If there is anyone who helped and I have left you out, contact me and I'll make sure to add your name to the list.
Monster Compendium 8 was used as a reference for Aasimon and Devas.
Tools Used in Creation
WeiDU by
Wes Weimer
Near Infinity by Jon Olav Hauglid
DLTCEP by
Avenger
IESDP maintained
by igi
Shadowkeeper by Mud-Master
This mod may not be sold, published, compiled or redistributed in any form without the consent of its author. The P&P Celestials Mod is ©2004-2008 Caedwyr.
I have no objections to the material contained within this mod being used in other mods or modified for personal use. All I ask is that I be asked for permission to use the material prior to the release of a mod using the material and for the appropriate credit to be given for my work. The scripts, Anti-Magic Shell graphics and sounds, and the Dimensional Door graphics and sounds are by Galactygon and he should be contacted for permission before using either in your mod.
Version 5 - April 20, 2008
Version 4 - September 18, 2006
Version 3 - October 24, 2004
Version 2 - July 8, 2004
Version 1.01 - May 17, 2004
Version 1 - April 30, 2004