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Morpheus562's Kitpack


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No, not really. This is just how the game engine works. (Kjeron's mod erases your first kit when you dual from kit to kit, just as becoming an Archmage would erase your specialist kit. There's simply no way to avoid it.)

Well, the only way would be to implement the Archmage not as a kit, but as a separate characteristic applied on top of your kit. This is what I do with paladins in the latest version of Faiths & Powers: your kit decides which deity you follow, and then we have three archetypes for what kind of paladin abilities you get on top of that. It's working... but it's pretty annoying to make it work. Not sure if it makes sense for something like this.

EDIT - ninja'd!

Edited by subtledoctor
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Working on a couple new kits for the next release. First up is the Reaver kit for Fighters:

Reavers are evil warriors who revel in death and the destruction of all life. Using necrotic arts, Reavers drain the life essence from their opponents with each strike, and some even devour the souls of those they slay.

Advantages:
– May use Siphon Life ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

SIPHON LIFE: Each hit within the next 10 seconds drains 1d4 Hit Points from the target and transfers them to the Reaver. This will not heal beyond the Reaver's maximum Hit Points.

– 5th Level: Gains the Devour Soul passive ability.

DEVOUR SOUL: When the Reaver kills an opponent, there is a 20% chance he consumes the remaining life essence and heals 10 hit points.

– 10th Level: May use the Death Field ability once per day and gains an additional use every 5 levels thereafter.

DEATH FIELD: All enemies within a 15-ft. radius of the Reaver suffers 4 damage each while the Reaver absorbs the enemy's lost life. If the Reaver goes over his maximum Hit Point total with this ability, he loses any extra Hit Points after 1 turn.

Disadvantages:
– Hit Die: d8
– Alignment restricted to evil.

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7 minutes ago, morpheus562 said:

You mean an "evil" paladin kit ;). I'm gonna mull that over because I can see it too.

Yeah precisely. They are easy to make nowadays, and it would be nice for more evil paladin options than just the janky Blackguard. (I still think of fighters as guys without magic, and paladins - of any alignment - as fighters with access to some magical powers. That said, I did just make a Samurai kit with some pseudo-magical powers...)

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1 hour ago, subtledoctor said:

Yeah precisely. They are easy to make nowadays, and it would be nice for more evil paladin options than just the janky Blackguard. (I still think of fighters as guys without magic, and paladins - of any alignment - as fighters with access to some magical powers. That said, I did just make a Samurai kit with some pseudo-magical powers...)

Very easy to make, and I have already done the update to make the Reaver an evil paladin. I also updated Skills and Abilities so the Reaver will gain access to the Paladin Smite ability but will NOT gain access to the Paladin Auras.

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Reaver is now an evil Paladin Kit:

Reavers are evil warriors who revel in death and the destruction of all life. Using necrotic arts, Reavers drain the life essence from their opponents with each strike, and some even devour the souls of those they slay.

Advantages:

– May turn undead as a Paladin of the same level.

– May use Siphon Life ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

SIPHON LIFE: Each hit within the next 10 seconds drains 1d4 Hit Points from the target and transfers them to the Reaver. This will not heal beyond the Reaver's maximum Hit Points.

– 5th Level: Gains the Devour Soul passive ability.

DEVOUR SOUL: When the Reaver kills an opponent, there is a 20% chance he consumes the remaining life essence and heals 10 Hit Points.

– 10th Level: May use the Death Field ability once per day and gains an additional use every 5 levels thereafter.

DEATH FIELD: All enemies within a 15-ft. radius of the Reaver suffers 4 damage each while the Reaver absorbs the enemy's lost life. If the Reaver goes over his maximum Hit Point total with this ability, he loses any extra Hit Points after 1 turn. 

Disadvantages:

– Alignment restricted to evil.

– May not cast Detect Evil.

– May not cast Protection From Evil as an innate ability.

– May not use the Lay on Hands ability.

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I'm installing the kitpack (version 1.1) on BGEE, and I get some weird behaviour. When Weidu got to the Rashemaar Berserker kit, I chose to assign the kit to Minsc, and it seemed to do that, but then after it says "SKIPPING: [Install Rashemaar Berserker Kit] Component required BG: EE, BGII: EE, IWDEE, or EET.

Which is weird, both because it already installed it, as well as the fact that I'm installing it on BG: EE? When I get to actually playing, I'll grab Minsc and see if it actually updated him or not. It also auto skipped the other prestige classes like Archmage, even though it also lists BG: EE as an option. But of course, you won't normally get to the required level before BG2, so I could see why it isn't included? 

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2 minutes ago, GuardianAnubite said:

I'm installing the kitpack (version 1.1) on BGEE, and I get some weird behaviour. When Weidu got to the Rashemaar Berserker kit, I chose to assign the kit to Minsc, and it seemed to do that, but then after it says "SKIPPING: [Install Rashemaar Berserker Kit] Component required BG: EE, BGII: EE, IWDEE, or EET.

Which is weird, both because it already installed it, as well as the fact that I'm installing it on BG: EE? When I get to actually playing, I'll grab Minsc and see if it actually updated him or not. It also auto skipped the other prestige classes like Archmage, even though it also lists BG: EE as an option. But of course, you won't normally get to the required level before BG2, so I could see why it isn't included? 

Normal behavior. That is for players who are installing on IWDEE since Minsc isn't in that game. I need to update the skipping dialogue for Archmage since a player will not be able to reach the level requirement in BGEE.

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Official release for version 2.0 which brings the following enhancements:

  • Added the Reaver Paladin kit.
  • Updated Psi Warrior's Guarded Mind and added Bulwark of Force.
  • Updated Psionic Strike to last 10 seconds (previously one round).
  • Replaced Dragoon's Hamstring ability with Leap Attack.
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A Final Fantasy flavored Dragoon? Now I know what I'm trying in my next game. If it had some sort of connection to dragons somehow it'd be golden.

A minor doubt I have about the Deathbringer and Archmage kits. I might be wrong, but I remember reading somewhere that when importing a savefile/character between games, one should install the same kits in the same order in both installations (something about kits IDs at the time of installation?). If true, wouldn't those kits being BG2 only cause problems for non-EET playthroughs?

 

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