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Armiger Kit for BG2: ToB


yarpen

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ARMIGER MOD version 1.0

Author: Yarpen

Contact: yarpen_ave@o2.pl

 

DOWNLOAD

 

INTRODUCTION:

This mod introduces to game a new fighter kit called Armiger. He's a specialist of defensive fighting style, got improved Armour Class and abilities, which relies on counterattacks. Also he has unique HLA ability.

 

Kit can be treaten as a bit more powerfull than other fighter ones.

 

This kit is a sort of preview of my larger mod called Iron Heroes, which slightly improves trueclass fighters - by adding some rule improvements, few kit options and items. But that's still in progress. Here you have got a trailer.

 

COMPATIBILITY:

I think that modification is compatible with nearly everything. Only remember about BG2 limit of 9 kits, so if you have got TDD present in your installation and still want my kit - use Kit Remover tool.

 

I reccomend to use a great mini-mod of Demivrgvs known as "Revised Grandmastery" which improves proficiency table. You can find it here:

http://forums.gibberlings3.net/index.php?showtopic=17307

 

And of course, I highly reccomend to have installed BG2 Fixpack.

 

INSTALATION:

Unpack files in your BG2 main directory and launch setup-Armiger.exe file. After that just agree for installation using [y] and then ENTER. That's it - enjoy the game. If you don't, and you want to uninstall mod, just launch setup-Armiger.exe again.

 

ARMIGER'S KIT DESCRIPTION:

 

While other warriors rely on speed or canny parries to defend themselves, the armiger trusts in his armor. Armigers create their own protective gear and improve it over time. They can stand before dozens of opponents, confident that their armor will shield them from harm.

 

Advantages:

- +1 to AC and +5% to missle damage resistance at 1st level and additional +1/+5% bonus per 4 levels. After 20th level bonus is reduced to +1 to AC per 6 levels.

- Gain additional hit point at levels 1-10

- Once per day per 4 levels can use Defensive Stance ability, which allows him to prepare a counterattack with loss of his mobility. For next 4 rounds after using it there is 50% chance to deal some damage and stun everyone who tried to attack Armiger. Effects of counterattack are based on Armiger's level:

1st level: 1d4, stun for 1 round (save vs. wands with +2 mod. negates stun)

10th level: 2d4, stun for 3 rounds (save vs. wands without mod. negates stun)

20th level: 4d4, stun for 6 rounds (save vs. wands with -2 mod. negates stun)

For the duration of this ability, Armiger's movements are slowed and he cannot use Draining Defense.

- Once per day per 8 levels (starting from 8th) can use Draining Defense ability, which coax his enemies into wasting their strenght on wild, uncontrolled strikes. After using this ability for the next 4 rounds, every successful hit on the Armiger grants enemies a -1 penalty to Attack rolls, Damages and AC for the next 2 rounds (penalties are cumulative). Also there is 5% chance for attacker to go berserk for 5 rounds (save vs. wands negates). For the duration of this ability Armiger's AC and Attack rolls are reduced by 2 and cannot use Defensive Stance.

 

Disadvantages:

- Armiger is limited to standard specialization (2 points) in any melee weapon and cannot put any points into fighting style other than Sword and Shield.

- Cannot use ranged weapons (with exeption of throwing weapons as axes, hammers or daggers).

- Can dualclass only to Cleric.

 

ARMIGER HLAs:

Armiger isn't allowed to pick Whirlwind, Greater Whirlwind and Smite.

As counterbalance of these hindrances he can choose Evasion and Sentinel's Defense.

 

Evasion: An armiger's natural sense of preservation becomes heightened with the use of the Evasion ability. Evasion gives a bonus of 4 to AC and 2 to all saving throws. The effect lasts for 3 rounds.

 

Sentinel's Defense: High-leveled Armiger mastered using his armor's weight as his advantage to close combat. This ability grants him +2 to Strenght, +4 to Constitution, +2 to AC, +25% resistance to missles, cold, acid and fire for next 4 rounds. In the duration of this ability he cannot move.

 

ACKNOWLEDGMENT:

Thanks to:

- Demi: who resolved the problem with Cast at Condition opcode

- Miloch (who helped with proofreading)

- Daulmakan (who converted my raw bmps into BAM files)

- Hrothgar's Inn forum

 

In the process of creating this mod I was using DLTCEP, WeiDU and WinAmp. Mainly WinAmp.

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In the RAR archive you have a setup-Armiger.tp2 and another one in the Armiger folder. You should delete the old one. And I think you should use the recent WeiDU v210 for your Setup-Armiger.exe.

 

Greetings Leomar

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Here you can check my new kit. Beg for opinions, suggestions and criticizing! :crazyeyes:

 

EXECUTIONER: Executioners are warriors who rely on their knowledge of anatomy and precise, vicious cuts to overcome their enemies. Executioners work best when they surprise opponents or when their allies distract them. These precise, deadly attacks require careful planning and exact aim to complete successfully.

 

Advantages:

- +1 bonus to THAC0 and damage

- Starts with a +5% improved chance for critical strikes. At levels 10 and 20 it rises by another +5%.

- Executioner's Eye: Executioners study anatomy and learn to hit opponents where it hurts. Thanks to this, they can backstab as thieves. They start with a 2x damage modifier at 1st level, which rises to 3x at 8th level and ends as 4x at 15th level.

- Distraction: thanks to his training, the Executioner can perform a flurry of attacks that distracts his opponent, allowing him to slip into hiding. Every time he attacks, there is 10% chance for invisibility which lasts 2 rounds. At 15th level the chance rises to 20% and the invisibility lasts 4 rounds.

- At 10th level, he can perform Execution once per day. Thanks to this, he can slash across a foe's neck, plant his weapon through an eye socket, or otherwise deliver a deadly attack that kills an enemy with a single strike. After using it, the Executioner has one attack. If it's successful, the victim has to make a saving throw against death (at 10th level it starts without a modifier; it decreases by 1 every 2 levels to -5 at 20th level) or he instantly dies. Creatures with more than 90 hit points (current, not maximum) are immune to Execution.

 

Disadvantages:

- Starts with a -2 penalty to Charisma and Reputation.

- Can achieve grandmastery only in slashing or piercing melee weapons. Is limited to standard proficiency (1 point) in blunt or ranged weapons.

- Cannot use heavy (plate) armors.

- Cannot be good-aligned.

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