Morpheus562's Kitpack

These kits are inspired from various areas to include 5e subclasses and NWN2 Prestige Classes. I would like to explicitly note the phenomenal work that Kaedrin did with introducing many new Prestige Classes to NWN2 and I borrow from his work to bring them into the Infinity Engine. There is more to come, but what is listed below is fully functional.

Fighters Kits / Rangers Kits / Paladins Kits / Mage Kits / Sorcerers Kits / Multiclass Kits

Fighters

Battle Master

An expert in two-handed weapons, the Battle Master is able to wreak havok on any battlefield. Their ferocity and resilience is well renowned, and enemies fear the endless barrage of their attacks.

Advantages:

  • 1st Level: May use the Charge ability once per day. Gains one use at level 1, one use at level 3, and an additional use every 3 levels thereafter.

CHARGE: The Battle Master is able to increase his movement speed by +5 for 3 seconds.

  • 4th Level: May use the Relentless Assault ability once per day and gains an additional use every 4 levels thereafter.

RELENTLESS ASSAULT: The Battle Master is able to unleash a flurry of blows and doubles the amount of attacks they can do for 5 rounds.

After the effects end, the character becomes winded, suffering a -2 penalty to Armor Class, to-hit rolls, and damage rolls for 2 rounds.

Disadvantages:

  • May only attain Grandmaster in two-handed weapons while all other weapons can only attain Proficient.

Dragoon

Dragoons are heavily armored warriors who dedicate their lives to the use of polearm weapons (quarterstaff, spear, and halberd). These warriors focus on keeping their enemies at long reach while maneuvering around the battlefield at the expense of their own protection.

Advantages:

  • Moves 2 points faster than other characters.

  • Skill with polearms (quarterstaff, spear, and halberd) allows the Dragoon to have a 20% chance to knock an enemy back a few feet when hit and deal additional piercing damage. A successful save vs. Death with a -2 penalty negates being knocked back. Damage dealt increases with levels as follows: Level 1-2: 1 piercing Level 3-5: 1d4 piercing Level 6-8: 1d6 piercing Level 9-11: 1d8 piercing Level 12-14: 2d4 piercing Level 15-17: 1d10 piercing Level 18-20: 2d6 piercing Level 21+: 1d20 piercing

  • 4th Level: May use the Hamstring ability once per day and gains an additional use every 4 levels thereafter.

HAMSTRING: The Dragoon's attacks for the next 10 seconds will progressively slow the movement of any struck enemy by -1. The penalty from each hit is cumulative and will last for 2 rounds. A successful save vs. Death with a -4 penalty negates the penalty to movement speed.

Disadvantages:

  • May not dual class.
  • May only attain Grandmaster in polearm weapons (quarterstaff, spear, and halberd) while all other weapons can only attain Proficient.

Psi Warrior

A Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Psi Warriors hone their skills and psionic abilities through solo discipline, unlocked under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.

Advantages:

  • 3rd Level: May use Psionic Strike once per day and gains an additional use every 4 levels thereafter.
  • 3rd Level: May use Protective Field once per day and gains an additional use every 4 levels thereafter.

PSIONIC STRIKE: This ability allows the Psi Warrior to make a special attack against any enemy. Psi Warriors apply their Intelligence modifier to their damage roll for one round.

Damage Details

PROTECTIVE FIELD: This ability increases the Psi Warrior's damage resistance based on his Intelligence modifier and lasts for one turn.

Resistance Details
  • 7th Level: May use Telekinetic Movement once per day and gains an additional use every 5 levels thereafter.

TELEKINETIC MOVEMENT: The Psi Warrior can move a creature with his mind. The Psi Warrior may select to push or pull the target to himself. The target must make a save vs. Death to resist being moved by the Psi Warrior. This increases to save vs. Death at -2 at level 14 and -4 at level 20 to resist being moved by the Psi Warrior.

  • 10th Level: Gains the Guarded Mind passive ability.

GUARDED MIND: The Psi Warrior becomes immune to all psionic attacks.

  • 18th Level: May use Telekinetic Master once per day.

TELEKINETIC MASTER: The Psi Master is able to push or pull all targets within a 15' radius to a selected point. Targets must make a save vs. Death at -4 to resist being moved by the Psi Warrior.

Disadvantages:

  • May not dual class.
  • Receives a -2 max constitution penalty.

Shield Breaker

Shield Breakers are a specialized set of fighters whose main purpose is to break the ranks and defenses of an enemy front line. These fighters will rend and penetrate enemy armor and defenses to make them vulnerable, so their allies may exploit this newly exposed weakness. As a result, the Shield Breaker's attacks will not hit as hard since they are made to break armor and shields, not sever bones and sinew.

Advantages:

  • Each successful hit has a 25% chance of bestowing a -10% cumulative reduction in the target's physical damage resistance that lasts for 4 rounds.
  • 4th Level: May use Sunder ability once per day and gains an additional use every 4 levels thereafter.

SUNDER: The Shield Breaker sunders the earth before him striking all enemies within a 15-ft. radius. Enemies struck will receive 2d4 crushing damage, -25% reduction in physical damage resistance for 5 rounds, and falls to the ground for 3 seconds. A successful Saving Throw vs. Spell with a -4 penalty negates the fall.

NOTE: The reduction in physical damage resistance is not stackable with multiple uses of Sunder.

Disadvantages:

  • Weapons receive a -2 penalty to all damage rolls.
  • May not use ranged weapons.
  • May not use shields.

Deathbringer (Prestige Kit)

Deathbringers are a special group of warriors of Bhaal trained in the art of intimidation and war. Those trained in the ways of the Deathbringer may fell their foes with a single blow, and every enemy slain at their hand fuels their rage and ferocity.. They are also a group of scattered cultists that are still trying to revive Bhaal, even though his essence is locked up in the Upper Planes.

Advantages:

  • 15th Level: Gains the Carnage passive ability.

CARNAGE: When the Deathbringer slays an opponent, his rage and ferocity is fueled dealing an additional +10% physical damage for two rounds. This ability stacks with itself.

  • 17th Level: Gains the Deathbringer Assault passive ability.

DEATHBRINGER ASSAULT: The Deathbringer has a 3% on hit of dealing an additional +200 slashing damage.

  • 20th Level: May use the Savage Blows ability once per day and gains an additional use every 5 levels thereafter.

SAVAGE BLOWS: The Deathbringer's attacks for the next 10 seconds will progressively weaken any struck opponent. The hit target will lose 1 point of constitution per hit for the next 2 rounds.

Disadvantages:

  • Alignment restricted to evil.
  • May not dual class.

Please note, this prestige kit requires a player meet the following prerequisites:

  • Must be the protagonist
  • Character level 15 in pure class fighter
  • No kits nor multi/dual classing
  • Must have 18 or greater strength and constitution
  • Must be evil alignment

Rangers

Rashemaar Berserker

Sometimes referred to as Rashemi berserkers, are the legendary defenders of Rashemen that are known for flying into an almost supernatural frenzy on the battlefield. They are among the most respected members of Rashemi society, second to the revered Wychlaran.

Advantages:

  • May use Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

RAGE: The enraged state lasts for 1 turn. While enraged, a Berserker gains a bonus of +2 to his attack and damage rolls as well as to his Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The Berserker also gains 15 temporary Hit Points which are taken away at the end of his berserk spree, possibly knocking him unconscious.

Disadvantages:

  • Race restricted to human.
  • May not use stealth.
  • May not Specialize in ranged weapons.

Champion of the Wild

Champions of the Wild embody discipline and skill and relies on quickness, agility, and an almost scholarly study of the most difficult and advanced techniques of swordplay instead of brute power. In order to become a Champion of the Wild, an initiate must excel in swordplay and exhibit patience, grace, and compassion. To take joy only in feat of arms is to live a crude and diminished life. There is more to life than fighting well, and the true champion knows this.

Advantages:

  • May use Lay On Hands ability once per day to heal a target for 2 Hit Points per level of the Champion of the Wild.

  • 2nd Level: Gains the Elegant Strike passive ability.

ELEGANT STRIKE: The Champion of the Wild becomes able to place attacks where they deal greater damage. The character applies his Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus he may have). Elegant Strike gains the following damage bonuses:

Dexterity Details
  • 4th Level: May use the Wrath of the Wild ability once per day and gains an additional use every 4 levels thereafter.

WRATH OF THE WILD: The Champion of the Wild gains the ability to briefly channel the divine power of a wild diety, enveloping his weapons in a veil of incandescent light. The character gains a +2 bonus to Thac0 and deals an extra 2d6 points of melee damage with each melee attack for 10 seconds.

  • 6th Level: Gains the Superior Defense passive ability.

SUPERIOR DEFENSE: The Champion of the Wild learns special techniques for making the best use of his natural agility even while wearing restrictive armor. The character gains a +1 AC bonus at 6th level. At 9th level the bonus improves to +2 and at 12th level it increases to +3.

Disadvantages:

  • Receives a -1 max strength penalty.
  • May not wear armor heavier than studded leather.
  • May only assign proficiency points in one-handed swords.
  • May not charm animals.

Paladins

Champion of the Silver Flame

Champions of the Silver Flame are dedicated to fighting supernatural forces of evil and extraplanar threats. They are spiritual heroes who channel the power of the Silver Flame to ward off evil outsiders, destroy evil spirits, and smite the material forms of the forces of evil. They are paragons of good and stand as the bulwarks of faith between the darkness and the light.

Advantages:

  • 1st Level: Gains the Blessing of the Champion passive ability.

BLESSING OF THE CHAMPION: A Champion of the Silver Flame dispenses the fury of the Silver Flame with his weapons. The champion gains a +1 bonus to Thac0 and damage.

  • 3rd Level: Gains Infravision passive ability.

  • 6th Level: Gains the Weapons of Flame passive ability.

WEAPONS OF FLAME: The Champion of the Silver Flame deals an extra +2 fire damage on a successful hit.

  • 10th Level: Gains the Warding Flame passive ability.

WARDING FLAME: The Champion of the Flame bathes himself in silver flame gaining +2 bonus Armor Class and Saving Throws. In addition, he gains Magic Resistance of 10% + character level.

  • 16th Level: Gains the Weapons of Sacred Flame passive ability.

WEAPONS OF THE SACRED FLAME: The Champion of the Silver Flame further improves the Weapons of Flame and it now deals +1d6 fire damage on a successful hit.

Disadvantages:

  • May not use ranged weapons.
  • May not use the Lay On Hands ability.

Templar

Templars are the favored knights of their god, defending the faith more effectively than a steel wall. Templars function best when they have something to protect and are often the first line of defense in any party.

Advantages:

  • Immune to hold and paralysis.

  • Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 levels to a maximum of 20% at level 20.

  • 3rd Level: May use the Mass Cure Wounds ability once per day and gains an additional use every 3 levels thereafter. The spell is cast at Speed Factor 1.

Disadvantages:

  • May not turn undead.
  • May not exceed Proficient (one slot) in ranged or two-handed weapons.

Mages

Archmage

Archmages are powerful, and usually quite old, spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.

Advantages:

  • Gains a +1 bonus to casting level.
  • 18th Level: May use the Arcane Fire ability once per day and gains an additional use every 4 levels thereafter.

ARCANE FIRE: Archmage learns to channel arcane energy as a weapon, ensuring they are armed even when their spells run dry. This ability allows the Archmage to fire a pulse of magical energy that deals 1d6/class level damage to a single creature. Magic Resistance is bypassed by this ability.

  • 21st Level: May use the Spell Weaver ability once per day.

SPELL WEAVER: The Archmage has developed an understanding of how magic works at its most fundamental level, and once per day may use Limited Wish as a spell like ability.

  • 23rd Level: The Archmage improves the Arcane Fire ability and it becomes Greater Arcane Fire. Any creature struck by the Archmage's Arcane Fire are also affected by a Dispel Magic effect.
  • 25th Level: May use the Grand Mage ability once per day.

GRAND MAGE: Using this ability takes an entire round and allows the Archmage to rememorize any spent magic.

Disadvantages:

  • May not dual class.

Please note, this prestige kit requires a player meet the following prerequisites:

  • Must be the protagonist
  • Character level 18 in pure class Mage (non-specialist)
  • No kits nor multi/dual classing
  • Must have 19 or greater intelligence
  • Must have 15 or greater wisdom

Sorcerers

Eldritch Scion

Unlike typical mages, Eldritch Scions do not study tomes of magic or spend time learning to combine martial and magical skills. Rather, Eldritch Scions find that their spells and abilities come to them instinctively.

An Eldritch Scion gains most of the features of a Sorcerer while gaining access to more martial prowess.

Advantages:

  • Hit Die: d8
  • Can achieve Specialization (2 points) in any melee weapon.
  • Can wear chain and scale mail armor (casting restrictions still apply).
  • Custom Thac0 progression that is a hybrid between fighter and sorcerer.
  • Gains Enhance Weapon ability.

ENHANCE WEAPON: The Eldritch Scion passively imbues his melee weapon with magic dealing one extra point of magic damage. This magic damage increases by one for every five levels gained to a maximum of five magic damage at 20th level. Additional damage is affected by the target's magic resistance.

  • 8th Level: Gains .5 APR.
  • 15th Level: Gains an additional .5 APR.

Disadvantages:

  • Receive a -2 penalty to casting speed.
  • Receive a -2 penalty to casting level.

Multiclass

Stormlord - Fighter/Druid Multiclass Kit

Stormlords wield thunder and lightning like a warrior wields his sword. Because of their command of one of the most destructive aspects of nature, Stormlords are viewed with awe and fear by lesser folk, regardless of their motivation.

Advantages:

  • 1st Level: +1 to hit and damage rolls and gains an additional +1 to hit and damage rolls at 6th level and at 9th level.
  • 3rd Level: May use Shock Weapon once per day and gains an additional use every 3 levels thereafter.

SHOCK WEAPON: The Stormlord adds 1d8 Electricity damage to their weapon for 2 turns.

  • 4th Level: The Stormlord gains 25% immunity to electrical damage. This increases to 50% at level 8, 75% at level 12, and 100% at level 14.

Disadvantages:

  • Restricted to Stormlord weapons (Spear, Throwing Axe, or Dart).
  • Does not receive traditional Druid elemental resistances.

NOTE: Stormlords may take the axe proficiency but will only be able to use throwing axes.