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Kit Making

Discussion in 'Icewind Dale 2' started by Komoda, Jun 23, 2005.

  1. Komoda Gems: 1/31
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    [​IMG] Have been to TBG tutorials, and was wondering is there an updated version to creating kits.
    Reason for wanting to create a kit, BladeSingers.
    Given that elves have long life, find it hard to believe that they would not have that kit option for elves.

    On a different note, anyone know how to add a race to the existing races?

    Any help would be much appreciated. :)
     
  2. General Ghoul Gems: 8/31
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    Weimer has a mod added some races, I think elves. I never tried them. Maybe you could use his as a base to create new races of your choosing.

    The mod is here on SP!!
     
  3. raptor Gems: 16/31
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    Iirc the races mod replaces existing ones. dont think you can add more. Regarding kits, Kits is only used for priests, to pick a mythos/religion. dont know entirelly how they solved that in IWD2. but i suspect they might have hardcoded the numbers there as well.
     
  4. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    No kits for classes in the 3rd edition. Feats and skills do the thing for you. The differences between priests or paladins of various deities are based on the religion -- domain spells and multiclassing restrictions different for each cult. That's not exactly kits. I think specialist wizards come closer to kits, but still not exactly it. D&D books for 3E say you can try and convince your DM to allow you to customise your class a little bit for non-standard characters (like a Luskanite fighter who worked for a thieves guild before adventuring), but there are no predefined kits. Still, you can find so called "starting packages", giving you ideas such as what combinations of feats and skills to choose for your character at the start of the game. I suppose you could make some use of those ideas in computer games, as well.

    Then, there's also the facilitated multiclassing, allowing you to take a small number of levels in a different class for a couple of bonuses. Something 2E didn't have and needed kits for.

    For example:

    the Swashbuckler thief: Fighter(4)/Rogue(x) with Specialisation in his chosen weapon and Improved Criticals.

    the Blade bard: Fighter(4)/Bard(x) with Weapon Specalisation and Improved Criticals, also possibly dual-wielding feats if you like and your dexterity allows.

    the Undead Slayer paladin: select all the turning-related feats, mace for your weapon.

    the Cavalier paladin: Fiendslayer feat, smiting feats, maybe Fighter(4) mix-in with Specialisation in longswords for Holy Avenger.

    You can build plenty of combinations such as:

    Ranger/Rogues: Anywhere between getting just one level of Ranger for dual-wielding and just two levels of Rogue for Evasion and lots of skill points. The classes share many of their class abilities.

    Ranger/Druids: The militant version of a druid. It was possible in 2E but required DM's assent because of the required fix to alignment conflict. That's why you didn't get it in cRPG games by default.

    Rogue/Wizards: Starting as a Rogue gets you many, many skill points and Wizard's high INT gives a nice boost to thieving abilities. If you manage to throw some stealth in, this is going to make your Wizard a very special, unique and memorable combatant for his technique. This works more closely to a kit than a Thief/Mage from 2E. It's the skills and feats you dabble with most of the time and you're getting a practically full-blooded wizard with nearly all spells.

    Fighter/Rogues: Learn your Alchemy, poison your weapon, master Dirty Fighting and Crippling Strike, find out more deadly moves of questionnable nobility as you hit level 10 in Rogue. Add Weapon Specialisation on top of it and also Improved Criticals for some real ownage. How about also some Ranger levels for dual wielding? Compare with Rogue Archer at BioWare. Or with Devastating Rogue.

    Paladin/Sorcerers: For most players, this is going to be a Sorcerer with unbeatable saving throws. But take a look on the Exalted Sorceress build at BioWare.

    Fighter/Rangers: Maybe getting a ranger level for free dual-wielding with a lightly armoured fighter isn't a bad idea if you don't match the DEX 15 requirement, but what I'm thinking about here is Fighter(4)/Ranger(x). A ranger with increased melee and ranged potential from Weapon Specialisation. For more oomph, combine with Improved Critials, Point Blank Shot, Rapid Shot. Remember the bonuses to hit from bows and arrows stack, so if each is +5, you're getting +10 total. One more attack at full BAB for -2 on all attack rolls sounds like a bargain in these circumstances and with Specialisation plus Improved Criticals this is going to be some serious killing machine. And Point Blank Shot gets rid of some penalties for short distance. Compare with Primeval Champion at BioWare.

    Paladin/Fighters: Between Paladin(3)/Fighter(x) for a good sir knight and Fighter(4)/Paladin(x) for some serious melee ownage with Holy Avenger. Of course, Improved Criticals are a must...

    Paladin/Clerics: I'm not sure about the powergaming usefulness of this build but roleplaying-wise, it makes a lot of sense. Imagine a paladin taking a wound and withdrawing from the life of battle to running a temple. Or taking up the frock after orcs have killed his beloved wife. Perhaps a battle cleric. Or maybe a priest-king kind of character.

    Fighter/Clerics: Speaking of battle clerics and priest-kings... It's no secret that clerics have so great buffs and such loads of healing that they can own fighters in melee. If they also have Weapon Specialisation and Improved Criticals... The life of a priest is not so much different from one of the fighter. Also, perhaps your fighter decided to hang up the sword and take up the frock, heal instead of wounding? Or maybe your cleric had to defend his temple from its enemies.

    Fighter/Druids: A bit like above, but druids don't have as many powerful melee buffs as clerics have.

    Druid/Monks: Metal armour isn't really your style and leather stinks. Wisdom you need anyway. Put it all in Wisdom and become an ubercaster with unbeatable AC to protect you in combat and Evasion to protect you from spells. Or divide it between Wisdom and Dexterity, also taking Weapon Finesse for short swords. Lawful Neutral only.

    Monk/Clerics: If you want to skip on heavy armour and heavy bludgeoning, you can go this route. Should be effective for clerics of Mask. You could also fool around with some Rogue levels in this combo.

    Paladin/Monks: If you for whatever reason want a Finessed paladin, this is your way. Evasion and WIS bonus to AC. Or if you for whatever reason want a charismatic monk, you could make your saves even more uber and add some nice abilities. You might enjoy the orientalised paladin.

    Rogue/Monks: If you fancy an extremely dexterous rogue going without armour and possessing unbreakable will from the wisdom of a monk, this is for you. Or maybe a monk with a shadowy background. A child of the street adopted and trained by monks. The latter mostly for the roleplaying touch of it.

    Fighter/Bards: This is a pretty much one-way combo, that is, a bard with improved fighting prowess. If he's a jack of all trades, he may as well have a little speciality. and perhaps a violent streak.

    Fighter/Wizards: Fighter and Wizard are not so far away from each other as one might think. Both require training and discipline, preferably of an academy. With enough intelligence, a fighter could find his place in a wizard academy. A physically able wizard might well ace a rudimentary fighter training (for example 4 levels for Specialisation). Think about Weapon Specialisation in longsword for Mordenkainen's sword. Of course, Improved Criticals are a must.

    Fighter/Sorcerers: This sounds more like a wood elven princess with some excellent marksmanship along with fencing ability merged with mastery of magic for devastating effects.

    Bard/Sorcerers: For songs, you only really need 11 levels in the Bard class. Both classes benefit from Charisma and you might well be better off with less Sorcerer levels than more Bard levels for your spells. Add Lingering Song and casting a single spell won't interrupt your bard song.

    Fighter/Barbarians: With civilisation comes organised combat training. The benefit of having a fighter academy. Think about a barbarian outcast, such as the son of an exiled or murdered chieftain, serving for some time as the captain of the guard for a ruler. Or maybe a mercenary. Alternatively, one level in the Barbarian class might reflect your fighter's friendship with a barbarian tribe, apart from making him move a bit faster.

    Barbarian/Bards: Think about a skald. Eleven levels in the Bard class for the song and the rest Barbarian.

    Rogue/Bards: These two classes naturally go well together and share a lot of class skills, also relying on a similar stat distribution. Assign your priorities.

    Barbarian/Rogues: Want a thug? This is great for you.

    Barbarian/Rangers: These two go well together, both in terms of roleplaying and powergaming.

    Bard/Clerics: Think about a religion with lots of ritual chanting. I suppose Mystra would fit and Lathander would also. Likely Selune. Perhaps your cleric was a choir director in his temple. Spell Focus in Enchantment is probably a given. Excellent supporting character.

    Druid/Bards: For a mysterious Celtic-style Merlinesque character. The secret lore of bards and the exclusive knowledge of druids with their own language unknown to other people.

    Paladin/Rogues: Well, temples need their secret agents. ;)

    Some single-class combinations:

    Big Smiter Priest: Morninglord of Lathander, not a single combat feat but everything in Spell Penetration, Spell Focus: Evocation and Spirit of Flame, followed by Subvocal Casting (just in case).

    Tough Cleric: Battleguard of Tempus, all feat slots into combat and saving throw related feats. Barely enough WIS to cast spells, no CHA for turning, no DEX because he walks around in full plate, anyway.

    Badass Inquisitor Paladin: Fiendslayer, Heretic's Bane. Perhaps Blindfight for increased unstoppability.

    Lucky Fighter: Dump all your many feat slots into save-increasing feats.

    Speed monster: Barbarian or monk with Dash for great movement speed.

    Stealthy one: Whoever doesn't wear much armour (if any) and has a good DEX score is potentially able to sneak without unpleasant surprises. This offers some tactical advantage and new opportunities.

    Headlopper: Max out on STR, get a polearm weapon and Great Cleave. Improved Criticals for additional fun. If possible, Weapon Specialisation, as well.
     
  5. MrNexx Gems: 7/31
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    A good mix for a Bard/Cleric is actually a cleric of Oghma; it really compliments their own abilities, and in the world, Oghma is a patron to Bards (and the superior of Milil, the God of Song).
     
  6. raptor Gems: 16/31
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    Chevalier i agree with everything you said for a P&P mechanics viewpoint. but im rather certain he asked about the game mechanics in IWD2, where the various paladin and cleric "flavors/religions" is most likelly handled exactlly like the kits in BG2 was. in otherwords it should technically be posible to edit the existing kit/religion's for various classes. and perhaps even add kits to classes (like fighter) that does not have any kits from before.

    Wich of corse would lead to more powergaming *sigh*
     
  7. Caradhras

    Caradhras I may be bad... but I feel gooood! Veteran

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    @Chevalier: Paladin/Rogue? I know it can be done in NWN but I thought it was impossible in ID2... I'm confused about this, have you tried it? :(
     
  8. MrNexx Gems: 7/31
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    It's not impossible in IWD2; there is no alignment restriction on Rogues, meaning you can have your LG Rogue turn into a Paladin (since that gives you oodles more skill points).
     
  9. Caradhras

    Caradhras I may be bad... but I feel gooood! Veteran

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    I just checked; you're right, my mistake :(
    Such a weird combination though...
     
  10. General Ghoul Gems: 8/31
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    Oooohh. Sneak damage with the holy avenger!! May have to try that.
     
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