NPC Kitpack

This mod started as a request (by me) in the Cleric Remix workroom for Anomen to be awarded a Priest of Helm kit upon passing his knighthood test. Deciding this was outside Remix's remit I quickly spun it off into its own mod--perhaps too quickly. A couple of days later I thought that the mod could be bigger and the NPC Kitpack was born, designed simply to give those NPCs without kits the chance improve their lot. Originally I had only planned on giving each NPC one of the original BioWare kits. This, however, turned out not to be feasible. This mod will add four new kits and provide the opportunity to give a kit to eight of the BioWare NPCs.

Contents of the mod:

  • Improved Specialist Mage Descriptions
  • Replace Berserker Kit with Battlerager for Dwarves
  • Anomen will gain the Priest of Helm kit on passing his knighthood test.
  • Anomen will gain the Berserker kit on failing his knighthood test.
  • Chaotic Neutral Anomen will not get a Holy Symbol.
  • Edwin's kit title and description to be changed to Red Wizard (Conjurer).
  • Imoen & Nalia get an Adventurer kit and/or specialist mage kit.
  • Korgan gets a proper Battlerager kit as is fitting for a berserker dwarf.
  • Mazzy gets a proper Truesword of Arvoreen kit, instead of the pseudo-kit she has now.
  • Minsc's kit title to be changed to Rashemaar Ranger.
  • Sarevok gets a proper Deathbringer kit, instead of the one ability he has now.

Adventurer Kit for Imoen and Nalia

Imoen and Nalia have a new thief kit, Adventurer, available to them. The Adventurer kit provides a small bonus to some thieving skills and removes the backstab multiplier. They will also be able to select one of the specialist mage kits (excluding Wild Mage), in conjunction with, or separate from, the Adventurer kit.

Note: If you choose to give Imoen and Nalia the Adventurer kit and a specialist mage kit then the Adventurer kit's description will not show in the 'Kit Description' screen. They will still get all the effects and the title bar will show that they do, in fact, have an Adventurer kit.

ADVENTURER: A jack-of-all-trades, not so much a thief as a character who takes advantage of the general thiefly skills on adventures. An Adventurer is preferred by many adventuring parties, because he is much less likely than other thieves to betray or steal from his own companions. The successful Adventurer knows the value of trust and cooperation, while many a "street thief" has been raised on duplicity and (sometimes literal) backstabbing.

Advantages:
- +20% to Open Locks and Find/Remove Traps

Disadvantages:
- No backstab multiplier

Adventurer kit adapted from the Player's Handbook.

Battlerager Kit for Korgan

Dwarven Berserkers are known as Battleragers, it even says so in the Berserker kit description. With this component Korgan will be a proper Battlerager, instead of a measly Berserker.

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 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

Battlerager kit adapted from the Complete Book of Dwarves.

Deathbringer Kit for Sarevok

Sarevok's biography mentions that he is a Deathbringer and he comes with the Deathbringer Assault melee effect. What is a Deathbringer? I could not find any canon sources for a Deathbringer kit, there is a Deathstalker kit in Faiths and Avatars, but a Deathstalker is a specialty priest of Bhaal. I didn't feel this fit Sarevok, as his goal in (his first) life was to become a god and replace Bhaal. Plus Bhaal is dead and Sarevok is a fighter. So this new kit is one of entirely my own design--hope you like it.

DEATHBRINGER: A Deathbringer is not, as the name suggests, a bloodthirsty killer, but a master of the fine art of intimidation in combat. Every stance and gesture is designed to maximize their opponent's fear and minimize their own. The goal is to so frighten the opponent that they are unable to fight back. Eventually it is possible for them to kill with a single blow, not from physical damage but from mental.

A Deathbringer's first instinct is to cause fear. As a result, it is difficult for Deathbringers not to intimidate people and, indeed, determine when not to intimidate people. Their body language outside combat makes people pause and worry. However, they can easily recognize and suppress any fear in themselves. Their goal is to frighten not be frightened.

Advantages:
- Immune to fear and morale failure
- From 6th level can cast Spook (as the 1st level wizard spell) once per day per 5 levels
- At 11th level gains Deathbringer Assault

Disadvantages:
- -3 penalty to Wisdom and Charisma

This component will also fix the long-standing bug of Sarevok having an invalid script assignment.

Red Wizard Kit for Edwin

Edwin is a Red Wizard, but this fact is not mentioned in his kit description. Also, his two extra spells per level are not actually explained, although we all know they are granted by his amulet. This component will add Red Wizard to Edwin's kit description and give some explanation for those two extra spells per level.

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:
- Divination

Red Wizard description adapted from Wizards and Rogues of the Realms.

Truesword Kit for Mazzy

Mazzy is referred to in the game as a Truesword of Arvoreen, she even has some abilities to complement this description. Instead of this psuedo-kit I felt she deserved a proper Truesword of Arvoreen kit. However, it turns out the Truesword is actually a cleric kit and Mazzy is not a cleric. Taking the cleric kit as a base, and being careful not to make the kit as powerful as a paladin, I designed for her this new kit:

TRUESWORD OF ARVOREEN: Arvoreen is the nearest thing to a halfling war god. He is a god of stern defense and aggressive watchfulness, who is always preparing for incursions into halfling lands and making ready to repulse hostile creatures at the first sign of trouble. Arvoreen is venerated primarily by halfling fighters.

Fighters that enter the church of Arvoreen, and prove themselves worthy, are raised to the rank of Truesword. Trueswords are the protectors and defenders of Halfling communities. They mount regular patrols, always investigating the slightest hint of a threat. Many Trueswords regularly adventure to gain magical weapons and defensive items of all kinds.

Trueswords of Arvoreen must be halflings of Lawful Good, Neutral Good, or Lawful Neutral alignment.

Advantages:
- Lay On Hands (heals 1 hit point per level) once per day
- Detect Evil (as the 1st-level priest spell) once per day
- From 3rd level can cast Strength (as the 2nd-level wizard spell) once per day
- From 5th level may Invoke Courage for 1 turn once per day per level
- From 7th level can cast Glyph of Warding (as the 3rd-level priest spell) once per day
- From 9th level can cast Strength of One (as the 3rd-level priest spell) once per day
- From 11th level can cast Haste (as the 3rd level wizard spell, but on themselves only) once per day
- From 14th level can cast Champion's Strength (as the 5th-level priest spell) once per day

Disadvantages:
- Can only place more than one proficiency point in short swords, short bows and slings

Truesword of Arvoreen kit adapted from Demihuman Deities.

Mazzy's AI script will also be updated to reflect the changes made.