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NPC Kitpack


Idobek

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BTW are you planning to implement the rule that Battleragers can only be better than proficient in Battle Axes and War Hammers?

Nah, I'm simply changing Korgan's title from Berserker to Battlerager. If I implemented proficiency point changes here I'd have to for Anomen, when he gets his berserker kit, as well (there is a slings issue). And I really don't want to go down that road at the moment. A possibility for the future, though.

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@Andyr & NiGHTMARE, you are welcome to use the Adventurer kit in LoI. I haven't implemented any HLAs, because I didn't need them. Using the standard table would be fine but a replacement for Assassination/Whirlwind Attack is needed. Suggestions?

Won't this conflict with Refinements? I am a glutton for mods I want both asap. :D

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If the kit includes its own HLA table, then there shouldn't be any problems. While the abilities may not fit perfectly with the other HLAs introduced by Refinements there shouldn't be any bugs. If the kit points to one of the default thief table(s), then the revised version of that table will be used in Refinements. If you are interested in greater integration, you should talk to Littiz and take a look at the Rogue Rebalancing HLA thief tables since Refinements shares many of the elements found there.

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As regards this mod the adventurer kit has no compatibilty issues with Refinements. It is only available to Imoen and Nalia who are both dualed and so will never see the HLA table. Rogue Rebalancing allows 3 points to be assigned to dual wielding - this will be made compatible.

 

After a few minor troubles the mage kits mostly sorted for Imoen and Nalia. There will Refinements compatibility issues here. I will talk to Littiz about these - they won't be hard to sort out.

 

I will also be ensuring compatibility with Ashes of Embers, Cleric Remix and various components of various tweak packs. I will give a full listing of what I have taken into account when I release the mod.

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I changed my mind over Korgan he will now get a real battlerager kit. I lifted the description straight out the PHB, here it is:

BATTLERAGER: The Battlerager fills a particular niche in dwarf society and culture. He is a fearless warrior, able to create an insane rage within himself which increases his fighting ability and distorts his physical features. While enraged, a Battlerager's face becomes twisted and his teeth grind together. Spittle flies from his mouth and dribbles down his beard. His eyes enlarge, bulge, and become bloodshot. Size increases (his height by an inch or more) as his muscles swell and his body expands. His fighting ability becomes awesome, allowing him to fight longer and harder than any other dwarf. While in his rage, he is almost unstoppable. A dangerous enemy, he is a menace to friend and foe alike.

 

A Battlerager may not be of any Lawful alignment.

 

Advantages:

-  May Enrage for 1 turn once per day per 3 levels

 

Disadvantages:

-  Becomes winded after Enraging

-  May not use missile weapons unless they also have a melee component

What is not stated, is that battleragers have a min strength of 15 and max intelligence and wisdom of 10.

 

In other news, there will now be the option of changing Edwin's title to Red Wizard (Conjurer), this was suggested by Andyr.

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I was just browsing through the Spellbound accessory (which details Thay, Aglarond & Rashemen), when I found this:

 

The Red Wizard

 

Description: Red Wizards rule the ancient land of Thay and are one of the most evil and corrupt forces in Faerûn. The Red Wizard kit is designed to be used only as an NPC class due to its inherently evil nature. Despite this, there are PC role-playing applications for the Red Wizards. A character could conceivably be a former Red Wizard or the apprentice of a Red Wizard who gave up that life and now travels Faerûn, hoping to escape his or her Thayan heritage. Such individuals would be compelled to conceal their identities and risk attack from the many enemies of the Red Wizards as well as the Red Wizards themselves.

 

To become a Red Wizard a character must be of evil alignment and must have Int and Cha of 14 or higher. In addition, the wizard must meet the requirements of whatever school of magic he or she chooses to specialize in.

 

Preferred Schools: The Red Wizards are all specialist wizards; their very power structure is, in fact, based upon the various magical schools. Necromancy is more popular in Thay than elsewhere, due to the wizards' evil nature and their morbid fascination with the undead. In addition, Red Wizards tend to favor spells from the Elemental Fire school and often have a full arsenal of flame-based magic.

 

Barred Schools: There are no schools specifically barred to Red Wizards, although Greater Divination is considered somewhat unglamorous and is consequently unpopular.

 

Role: The Red Wizards rule Thay with an iron fist. Their word is law, and the effects of their schemes are felt throughout Faerûn and beyond. All Red Wizards are nobles and thus considered far above other Thayans in standing. Red Wizards compete constantly against each other for power in Thay, and most aspire to the position of zulkir.

 

Secondary Skills: No special secondary skill is required for Red Wizards.

 

Weapon Proficiencies: Required (choose one): Dagger, dart, quarterstaff, whip.

 

Nonweapon Proficiencies: Bonus: Astrology, spellcraft. Recommended: (General) agriculture, artistic ability, etiquette, language (modern); (Wizard) ancient history, herbalism, language (ancient), reading/writing.

 

Equipment: Red Wizards may buy any equipment they desire.

 

Special Benefits: All Red Wizards specialize in a magical school, hoping to eventually become the leader of that school. Their intensive training in their magical specialty gives them the following benefits.

 

Red Wizards gain two additional spells per spell level, if the additional spells are taken in the specialist's school. They also receive a +2 bonus when making saving throws against spells in that school. Other characters suffer a -2 penalty on saving throws against a Red Wizard casting spells within his or her school. They also receive a bonus of 25% when learning spells from their schools. All other benefits are as outlined for non-Red Wizard specialists in the Player's Handbook.

 

Zulkirs, as representatives of their schools and the masters of their specialties, find these benefits even further enhanced: three additional spells per level, +3 to saves and -3 to opponents' saves against spells of their specialty school.

 

In addition, while ordinary specialists are forbidden to use magical items of their opposition schools, Red Wizards may do so with some caution (see "Special Hindrances").

 

Red Wizards begin play with more money than a +3 reaction modifier from any other Thayan and may demand food and lodging from commoners anywhere within Thay. This food and lodging is provided free, upon pain of death, by any non-Red Wizard in Thay.

 

Special Hindrances: As specialists, Red Wizards may not learn spells of their opposition schools. In fact, their opposition schools are even more effective than usual against them; Red Wizards suffer a -3 penalty to saving throws vs. such spells (this supersedes the -2 penalty above). They also have a penalty of -25% when learning spells not of their primary school.

 

When using magical items of their opposition schools, Red Wizards are subject to the following penalty: There is a 25% chance that the item simply will not function, or (at the DM's option) cause a wild surge as detailed in the Tome of Magic. Since most Red Wizards view wild magic as anathema (being most proud of their precise mastery of magic), many choose not to tempt fate by using such items.

 

Red Wizards are hated Faerûn over and are likely to be attacked as soon as they are so identified. While most of them are arrogant enough not to care, this disadvantage makes it crucial for adventuring expatriate Red Wizards to hide their identities and origins.

 

Wealth Options: A Red Wizard receives 1d10x10 plus 100 additional gp as starting funds.

 

Races: Only humans (and usually only normal for mages those of Thayan Mulan descent) can be Red Wizards.

 

Also, how about giving Minsc the title of "Rashemaar Ranger"?

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Red Wizards gain two additional spells per spell level

Edwin already gets this from his amulet. I don't think the other benefits/hindrances are possible to implement. My guess is that BioWare actually looked into this and decided to bung the extra spells into his amulet and have done with it. I could add a kit that just has a description. IIRC it doesn't actually say anywhere that his bonus spells come from the amulet. I'll see what I can come up with.

 

Also, how about giving Minsc the title of "Rashemaar Ranger"?

Good idea.

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Because Wild Mage doesn't work with AddKit() (and AddKit() does not add mage kits to dual-classes well at all) I'd have to make a NPC only kit which simulates a standard kit. This would be fine if I could get wild surges to happen only 5% of the time. But I can't, they happen all the time. Sovran is making a Wild Sorcerer wotsit over at FW, but I think he uses scripting to set the % change of getting a surge. I don't want to do that. So, for the time being, Wild Mages are of the agenda. (Until I get the urge to have another bash.)

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How's this for Edwin's improved kit description?

RED WIZARD: When a bard or minstrel wishes to conjure up images of evil magic and darkest sorceries, he need only mention the much despised name of the Red Wizards of Thay. Over the centuries, the clever masters of this realm have combined powerful magic, espionage, and devious political maneuvering to forge a state of virtually unequalled might.

 

The Red Wizards of Thay are called that because of the crimson robes they wear when meeting with others of their kind. At other times, donning these flowing, richly embroidered garments is optional. In any situation where a Red Wizard is attempting to make an impression or otherwise flaunt his station, he will wear such attire. If the wizard is attempting to conceal his identity, of course, he opts for less obvious dress.

 

Red Wizards must be of an Evil alignment.

 

Advantages:

- May cast two extra spells per spell level

 

Disadvantages:

- None

 

CONJURER: The wizard strives to be a master of magical energies, shaping them and casting them as spells. To do so, the wizard studies strange tongues and obscure facts and devotes much time to magical research. A wizard must rely on knowledge and wit to survive. Only the most powerful are ever seen adventuring without a retinue of warriors and other partisans. Because there are different types (or schools) of magic, there are different types of wizards. A Conjurer is a wizard that specializes in creating useful creatures and objects.

 

School:

- Conjuration/Summoning

 

Opposition School:

- Greater Divination

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I don't think Red Wizards have to be evil, just nongood.

 

Also, in BGII the opposition school to Conjuration is Divination, rather than Greater Divination as it should be. Unless you're planning to add Identify and Know Alignment to Edwin's spellbook?

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I don't think Red Wizards have to be evil, just nongood.

From Wizards and Rogues of the Realms:

All wizards created with this kit are considered to be members of the Red Wizards, since those who do not count themselves among this brotherhood are quickly eliminated by the masters of Thay. To qualify for this base honor, a character must be of evil alignment and have Intelligence and Charisma scores of not less than 14. This kit is restricted to nonplayer characters, of course.

I swiped the description straight out of this book. Edwin doesn't have the charisma score, but hey.

 

Also, in BGII the opposition school to Conjuration is Divination, rather than Greater Divination as it should be. Unless you're planning to add Identify and Know Alignment to Edwin's spellbook?

Er... I think I'll be changing the description. :D

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