Skills and Abilities

This mod is a collection of class, skill, proficiency, and stat updates.

Introduction

This mod is a collection of class, skill, proficiency, and stat updates. This is an alpha release with the intention of adding more class, skill, and stat updates in the near future while further refining the new proficiencies that are being added. Yes, these are actual, functional, useable, proficiencies that can be assinged on the character creation and level up screens. Yes, eekeeper can recognize and adjust these proficiencies for characters. Yes, I am intimately familiar with the limited resources in the game, and no detectable spells were harmed in the making of this mod.

Some components require EEex to work, and those are identified with (EEex Required).

New Kits

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 <PRO_HISHER> attack and damage rolls as well as to <PRO_HISHER> 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 <PRO_HISHER> berserk spree, possibly knocking <PRO_HIMHER> unconscious.

Disadvantages:
– May not wear armor heavier than splint mail.

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.
  13 Intelligence: +1 damage
  14 Intelligence: +2 damage
  15 Intelligence: +3 damage
  16 Intelligence: +4 damage
  17 Intelligence: +4 damage
  18 Intelligence: +5 damage
  19 Intelligence: +8 damage
  20 Intelligence: +9 damage
  21 Intelligence: +10 damage
  22 Intelligence: +11 damage
  23 Intelligence: +12 damage
  24 Intelligence: +13 damage
  25 Intelligence: +14 damage

PROTECTIVE FIELD: This ability increases the Psi Warrior's damage resistance based on <PRO_HISHER> Intelligence modifier and lasts for one turn.
  13 Intelligence: +2% physical damage resistance
  14 Intelligence: +4% physical damage resistance
  15 Intelligence: +6% physical damage resistance
  16 Intelligence: +8% physical damage resistance
  17 Intelligence: +8% physical damage resistance
  18 Intelligence: +10% physical damage resistance
  19 Intelligence: +16% physical damage resistance
  20 Intelligence: +18% physical damage resistance
  21 Intelligence: +20% physical damage resistance
  22 Intelligence: +22% physical damage resistance
  23 Intelligence: +24% physical damage resistance
  24 Intelligence: +26% physical damage resistance
  25 Intelligence: +28% physical damage resistance

– 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 <PRO_HISHER> mind. The Psi Warrior may select to push or pull the target to <PRO_HIMHER>self. 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:
– Race restricted to human.
– May not dual class.
– Hit Die: d8

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 mail armor
– Custom Thac0 progression that is a hybrid between fighter and sorcerer.
– Gains Enhance Weapon ability.

ENHANCE WEAPON: The Eldritch Scion passively imbues <PRO_HISHER> 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.

Class Updates

Bard Skills (EEex Required)

Adds the option to either select Open Locks only or Open Locks and Disarm/Find Traps for Bards and Bard kits.

Allow Blade Kit to Specialize in Melee Weapons

This allows the Bard Blade Kit to specialize (2 slots) in all melee weapons. This will also update all non-recruitable Blades within the game to have specialization in the melee weapon(s) of their choice.

Add New Fighter Abilities

  • 1st Level: May use Second Wind once per day.

SECOND WIND: You have a limited well of stamina that you can draw on to protect yourself from harm. Once per day, the fighter may use this ability to regain hit points equal to 1d10 + your fighter level.

  • 9th Level: Gains the Indomitable passive ability.

INDOMITABLE: The fighter gains +1 bonus to all saving throws. This increases to a +2 bonus at level 13 and a +3 bonus at level 17.

  • 20th Level: The fighter gains an additional +0.5 apr bonus.

  • New HLA Abilities: Epic Weapon Focus and Epic Weapon Specialization.

EPIC WEAPON FOCUS: The warrior gains +2 bonus to Thac0.

EPIC WEAPON SPECIALIZATION (REQUIRES EPIC WEAPON FOCUS): The warrior gains +2 bonus to damage.

Allow Fighter Multiclasses to Achieve Higher than Specialized (2 pips) in Weapons Proficiencies

This allows to select if multiclass fighters can achieve Master (3 pips), High Master (4 pips), or Grand Master (5 pips).

PLEASE NOTE: Enemy NPCs will also receive this bonus and have the appropriate weapon proficiencies to match the player.

Monk Skills (EEex Required)

Adds Open Locks, Find/Disarm Traps, and Detect Illusion for all Monks and Monk kits.

Add New Monk Abilities

Adds Open Locks, Find/Disarm Traps, and Detect Illusion for all Monks and Monk kits.

  • 1st Level: Gains Use of the Flurry of Blows passive ability.

FLURRY OF BLOWS: Monks gain an extra APR.

  • New HLA Ability: Perfect Self.

PERFECT SELF: The monk is no longer constrained by the trappings of time and becomes immune to Time Stop.

Add New Paladin Abilities

  • 1st Level: May use the Smite ability once per day.

SMITE: This ability allows the paladin to make a special attack against any enemy. Paladins apply their Charisma modifier to their attack roll and damage roll for one round. Smite may be used once per day at 1st level. At 5th level and every five levels after that, the paladin gains an additional use per day.

  • 3rd Level: Gains the Aura of Courage passive ability. This will be Aura of Despair for Blackguards and Aura of Protection for Cavaliers.

AURA OF COURAGE: This ability grants protection against all forms of panic, boosts morale, and grants +2 bonus to all saving throws for the character and all allies within 15 feet.

AURA OF DESPAIR: The blackguard radiates a malign aura that causes all enemies within 15 feet of him/her to suffer a -2 penalty on all saving throws.

AURA OF PROTECTION: This ability grants -2 bonus to AC and +2 bonus to all saving throws for the character and all allies within 15 feet.

  • New HLA Ability: Sanctify Strikes.

SANCTIFY STRIKES: You deal 2 extra points of magic damage with your attacks.

Ranger Skills

Adds Set Natural Snares and Tracking, both outdoor areas only, to all Rangers and Ranger kits. Ranger's Move Silently/Hide in Shadows becomes an outdoor area only ability.

Wizard Slayer Detect Illusion (EEex Required)

Adds Detect Illusions (Set at 100) to the Wizard Slayer.

Inquisitor Detect Illusion (EEex Required)

Replaces the Inquisitor's True Seeing with the Detect Illusion Skill (Set at 100).

Allow Inquisitors to Cast Divine Spells

As stated, Inquisitors will now gain spellcasting similar to other Paladins.

Turn Undead Overhaul (EEex Required)

The existing Turn Undead is being replaced with a new ability. Clerics may now cast Turn Undead once per day per every 3 levels (starts at 3rd level with one use) and paladins may now cast Turn Undead once per day per every 4 levels (starts at 4th level with one use). The ability will now deal 2d6 + Character level + charisma modifier points of damage to any undead within 15 feet. The caster will outright destroy any undead who are half the level (or less) of the cleric/paladin using Turn Undead. The original Turn Undead modal is replaced with an extra quick-spell option.

Add New HLAs for ALL Classes and Kits

EPIC DAMAGE REDUCTION: The character gains 10% damage reduction to all physical attacks.

ELEMENTAL RESISTANCE: The character gains 10% resistance to all elemental damage.

MAGIC DAMAGE RESISTANCE: The character gains 10% resistance to magic damage.

EPIC TOUGHNESS: The character gains +20 hit points. This feat may be taken multiple times, up to a maximum of +100 hit points.

EPIC PROWESS: The character's skill at combat grows and (s)he gains a +1 bonus to Thac0.

ARMOR SKIN: The character's natural armor bonus to Armor Class increases by 1.

IMPROVED CRITICAL (WARRIOR CLASSES ONLY) The character increases their critical threat range by 2. For example, a longsword that normally threatens a critical on a roll of 19-20 would now threaten a critical on a roll of 17-20.

GREAT CHARISMA: The character gains +1 bonus to Charisma. This feat may be taken multiple times, up to a maximum of +5 Charisma.

GREAT CONSTITUTION: The character gains +1 bonus to Constitution. This feat may be taken multiple times, up to a maximum of +5 Constitution.

GREAT DEXTERITY: The character gains +1 bonus to Dexterity. This feat may be taken multiple times, up to a maximum of +5 Dexterity.

GREAT INTELLIGENCE: The character gains +1 bonus to Intelligence. This feat may be taken multiple times, up to a maximum of +5 Intelligence.

GREAT STRENGTH: The character gains +1 bonus to Strength. This feat may be taken multiple times, up to a maximum of +5 Strength.

GREAT WISDOM: The character gains +1 bonus to Wisdom. This feat may be taken multiple times, up to a maximum of +5 Wisdom.

Add New HLAs for ALL Classes and Kits

Greater Whirlwind: Will now last for three rounds instead of one.

(more in progress)

Proficiencies

Update Weapon Fighting Styles (2H Weapons, 1H Weapons, Sword & Shield)

TWO-HANDED: This fighting style allows the character to use a two-handed melee weapon and receive special bonuses.

  • Proficient (1 slot): The wielder gets a +1 bonus to damage rolls and a -2 bonus to Speed Factor when using a two-handed weapon.
  • Specialized (2 slots): The wielder gets a +2 bonus to damage rolls, a -4 bonus to Speed Factor, and an extra 0.5 attack per round when using a two-handed weapon.

SWORD AND SHIELD: Anyone can pick up a shield and get its basic protection bonuses, but by spending slots on this fighting style, an adventurer can maximize the benefits received.

  • Proficient (1 slot): The wielder gets a -1 bonus to AC and an additional -1 bonus to AC against missile weapons.
  • Specialized (2 slots): The wielder gets a -2 bonus to AC, an additional -2 bonus to AC against missile weapons, and 10% damage reduction to all physical attacks.

NOTE: Despite the name of this style, any one-handed melee weapon in combination with a shield will receive the aforementioned bonuses.

SINGLE-WEAPON: This fighting style is for characters who do not wish to use a shield but want some bonus when using a one-handed melee weapon.

  • Proficient (1 slot): The wielder gets a +1 bonus to damage rolls, -1 bonus to Thaco, -1 bonus to AC, and inflicts critical damage on an attack roll of 19 or 20.
  • Specialized (2 slots): The wielder gets a +2 bonus to damage rolls, -2 bonus to Thaco, -2 bonus to AC, and inflicts critical damage on an attack roll of 18 to 20.

Overhaul Proficiency System - Add New Proficiencies and Weapon Styles

Vanilla Proficiency Progression

Characters receive proficiency points at the normal progression

Accelerated Proficiency Progression

All characters receive proficiency points at an accelerated rate. The new rate is now:

  • Warriors: New prof point starting at level 2 and every 2 levels after.
  • Clerics, Thieves, Bards, Druids, Monk, and Shaman: New prof point starting at level 3 and every 3 levels after.
  • Mage and Sorcerers: New prof point starting at level 4 and every 4 levels after.

NWN2 Style Proficiency Progression

Proficiency progression is now more in line with the NWN2 (3.5e) feat progression system. The new rate is now:

  • Fighters and Fighter Multiclasses: New prof point starting at level 2 and every 2 levels after.
  • All other classes: New prof point starting at level 3 and every 3 levels after.

New Proficiencies

HEAVY ARMOR: This proficiency grants the knowledge to make effective use of Plate Mail and Full Plate armors. A character wearing heavy armor without a slot in this proficiency would incur a 10% loss in movement speed, -1 penalty to speed factor, and a -1 penalty to Thac0. All abilities are cumulative.

  • Heavy Armor Proficiency (1 slot): The character receives no penalties while wearing heavy armor.
  • Heavy Armor Specialization (2 slots): The character receives a -1 bonus to AC vs. missile attacks while wearing heavy armor.
  • Heavy Armor Optimization (3 slots): The character receives a -1 bonus to AC while wearing heavy armor.
  • Greater Heavy Armor Optimization (4 slots): The character's bonus to AC increases to -2 while wearing heavy armor.
  • Epic Heavy Armor Optimization (5 slots): The character receives a 10% damage reduction to all physical attacks while wearing heavy armor.

SPELLCRAFT: This proficiency grants additional abilities and benefits to arcane spellcasters. All abilities are cumulative.

  • Courteous Magocracy (1 slot): Character gains a +10 bonus to Lore.
  • Silent Spell (2 slots): The character gains permanent Vocalize.
  • Practiced Spellcaster (3 slots): Caster level is increased by 1.
  • Arcane Defense (4 slots): Character gains +10% Magic Resistance and a +2 bonus to save vs. spells.
  • Quicken Spell (5 slots): The character decreases spellcasting time by 2.

DIVINE: This proficiency grants additional abilities and benefits to all divine spellcasters. All abilities are cumulative.

  • Divine Shield (1 slot): The character gains -1 bonus to AC.
  • Divine Fortune (2 slots): The character gains a +2 bonus to all saving throws.
  • Divine Agent (3 slots): The character becomes immune to hold and paralysis.
  • Divine Armor (4 slots): The character receives a 5% damage reduction to all physical attacks.
  • Divine Vigor (5 slots): The character receives a +0.5 bonus to APR.

CONDITIONING: This proficiency epitomizes pushing ones body harder, faster, and further. All abilities are cumulative.

  • Fortitude (1 slot): The character gains a +2 bonus to save vs. Paralysis / Poison / Death
  • Dash (2 slots): The character is able to move 10% faster.
  • Blind-Fight (3 slots): The character maintains the ability to fight well, and becomes immune to becoming blinded.
  • Tireless (4 slots): The character does not become fatigued to include after using rage or frenzy.
  • Fast Healing (5 slots): The character regenerates 1 hit point per round. This will stack with other methods of regeneration.

BOW: This weapon class allows the character to use Long bows, Composite Long bows, and Short bows. Only Fighters, Rangers, and Paladins can use the Composite Long bow. Thieves can choose this category, but are restricted to Short Bows only.

SPIKED WEAPONS: This weapon class allows the character to use Morning Stars and Flails.

SMALL SWORD: This weapon class allows the character to use Daggers and Short swords. A Mage or Druid can select this class, but they are restricted to Daggers only.

LARGE SWORD: This weapon class allows the character to use Bastard swords, Two handed swords, and Long Swords. The Thief is able to take this weapon class, but he is only allowed to use the Long Sword.

EXOTIC SWORD: This weapon class allows the character to use Katanas, Ninjatos, Wakizashis, and Scimitars. The Druid is able to select this class, but is limited to Scimitars alone.

AXE: This weapon class allows the character to use Battle axes and Throwing axes.

BLUNT WEAPONS: This weapon class allows the character to use Maces, Clubs, and Warhammers. Druids and thieves can choose this category, but are limited to the Club only.

MISSILE WEAPONS: This weapon class allows the character to use Slings, Darts, and Crossbows. Mages and Druids can choose this proficiency but are restricted to Slings and Darts. Thieves can choose this proficiency but are restricted to Slings, Darts, and Light Crossbows. Clerics can choose this proficiency but are restricted to Slings alone.

POLEARM: This weapon class allows the character to use Spears, Staffs, and Halberds. Druids can choose this class, but are restricted to Spears and Staffs only. Mages can choose this category, but are limited to the Staff alone.

ARCHERY: This weapon style improves the character's use of ranged weaponry to include: Bows, Crossbows, Slings, and Darts.

  • Marksman (1 slot): The character gains a +2 bonus to damage rolls.
  • Rapid Shot/Reload (2 slots): The character gains an extra 1/2 attack per round when using ranged weapons.

More Meaningful Stat Bonuses

Strength

Two-handed attacks receive one and a half times the Strength damage bonus, rounded down.

Coming soon more benefits to other stats.

Compatibility

This mod has components (outlined above) requiring EEex created by Bubb to work. If you install these components, you will need to launch your game with InfinityLoader.exe instead of the standard Baldur.exe file.

Being this requires EEex to run, Windows is required at this time.

The Overhaul Proficiency System Component is not compatible with other mods that alter or change the proficiency system like Tweaks Anthology and Scales of Balance. Both are great mods, so choose whichever component you like best.

Special Thanks

  • Bubb for all of his work on EEex and general coding assistance.
  • aVENGER for use of a function to update clab files.
  • CamDawg_G3 and the_bigg for using their code as reference when consolidating weapon proficiencies into weapon groups and general coding assistance. Additionally, many thanks to CamDawg_G3 for various other assistance with coding.
  • JohnBob for the French translation.
  • Ardanis and Graion Dilach for assistance with identifying if a creature is wearing plate armor and other coding assistance.
  • Argent77 for troubleshooting coding issues around REPLACE_TRIGGER_TEXT.