The aim obviously is to revise kits/classes to make each of them as much interesting and balanced as possible. Furthermore BG2 kits clearly didn't take into account BG1, and I'd like to "rectify" this too for BGT/TuTu players.
- Rolls d10 for hit points.
- Can achieve grandmastery (+++++) in any weapon proficiency.
- Can wear all types of armor.
- At 1st level, can use Offensive Stance and Defensive Stance at will. These abilities improve significantly at levels 10 and 19.
- At 4th level, can use Called Shot once per day. For every 4 levels, the ability can be used an additional time per day.
- At 5th level, becomes proficient (+) in the use of all types of weapons.
- At 7th level, gains an additional half attack per round. This increases to an additional whole attack per round at 13th level.
- At 11th level, gains the Tactician feat. This ability improves significantly at levels 14 and 17.
- At 15th level, can use Hardiness once per day.
OFFENSIVE STANCE: While in an offensive stance, the fighter gains a +2 bonus to damage, but suffers a -2 penalty to attack rolls. Attacks made with the off hand suffer additional -2 penalty. This stance lasts for 6 rounds and cannot be combined with Defensive Stance.
At 10th and 19th level, the effects increase by 1, to a +4 bonus to damage and a -4 penalty to attack rolls at level 19.
DEFENSIVE STANCE: While in a defensive stance, the fighter gains +2 bonus to AC, but suffers a -2 penalty to attack rolls. Casting speed and movement rate suffer a -2 penalty while fighting defensively. This stance lasts for 6 rounds and cannot be combined with Offensive Stance.
At 10th and 19th level, the effects increase by 1, to a +4 bonus to AC and a -4 penalty to attack rolls at level 19.
CALLED SHOT: When making a Called Shot, a warrior attempts to hamper fighting ability or mobility. For one round, the fighter takes a -4 penalty to attack rolls, but his first successful attack carries dire consequences for his opponent. Targets struck are allowed a save at +2 bonus to reduce the effects. At 8th level and every other 4 levels the saving throw difficulty class improves by 2, up to -4 penalty at 16th level.
CALLED SHOT (DISARM): With this attack, the fighter chooses to impede fighting ability. When hit, the target will suffer a -4 penalty to hit rolls for 6 rounds. If a save vs. breath is made the duration is halved.
At 10th level, any target who fails the save is also unable to attack for 1 round.
At 19th level, any target who fails the save will also have his strength reduced by 50% for 1 turn.
CALLED SHOT (TRIP): With this attack, the fighter chooses to impede mobility. When hit, the target will suffer a -50% penalty to movement speed for 6 rounds. If a save vs. death is made the duration is halved.
At 10th level, any target who fails the save is also knocked down for 1 round.
At 19th level, any target who fails the save will also have his dexterity reduced by 50% for 1 turn.
TACTICIAN: Allies within 15 feet of the fighter gain a +1 bonus to attack rolls. Bonuses from multiple fighters are cumulative.
At 14th level, the ability also grants a +1 bonus to AC.
At 17th level, the ability also grants a +1 bonus to damage.
HARDINESS: Calling upon hidden reserves of strength during times of danger, the fighter gains 20% resistance to all forms of damage for 10 rounds.
The concept of KR's Fighter is simple: he is a versatile soldier, master of all kind of weapons, maneuvers and cooperative combat.
- Revised Grandmastery will finally make sure that all fighters can stand out as the most skilled with weapons, well above other warriors. This is achieved by making Grandmastery more powerful than vanilla BG2 (as per PnP), and by removing some fighting skill from other warriors (+1/2 apr is moved from specialization to mastery, thus the difference between fighters and barbarian/paladins/rangers will now be a whole attack per round instead of just 1/2 apr).
- Offensive Stance & Defensive Stance are almost perfect copies of the two most classic PnP fighter's feats, Power Attack and Combat Expertise respectively.
- Called Shots (the link refers to Pathfinder's rules for such ability but I actually based it more on AD&D Complete Fighter Handbook) are the most powerful and interesting addition imo. There is much room to expand and refine them, but even in their current status they should be a quite great addition.
- Weapon Training, aka proficiency with any weapon at 5th lvl, is another way to highlight Fighter's versatility (other warriors can still use any weapon they're not proficient with suffering only -2 penalty to attack rolls - aka better than non-warriors). The Kensai has superior melee power, the Archer dominates from range, but the Fighter can adapt to any situation.
- the Tactician feature (largely inspired by Pathfinder's Tactician archetype) is there to make the Fighter shine as a cooperative combatant. Feedback on this particular aspect would be extremely welcome as it's the most daring change I've made imo.
- Rolls d12 for hit points.
- Is immune to backstabbing.
- At 1st level, can enter a Barbarian Rage once per day. For every 4 levels, the ability can be used an additional time per day. This ability improves significantly at levels 10 and 19.
- At 3rd level, gains Cleave. This ability improves significantly at level 9.
- At 5th level, gains Feral Senses.
- At 11th level, gains 10% resistance to slashing, piercing, crushing, and missile damage. At 14th and 17th level, this increases by an additional 5%.
- At 15th level, can use Whirlwind Attack once per day.
- Cannot wear plate mail or full plate armor, nor use large shields.
- Limited to specialization (++) in weapons.
- Cannot use Defensive Stance.
- Cannot use Called Shot.
- Cannot dual class.
BARBARIAN RAGE: While raging, the barbarian gains an extra attack per round and a +2 bonus to damage, AC, movement speed, and saves vs. breath. However, he suffers a -2 penalty to attack rolls and loses the capacity to perform actions that require concentration, like remaining hidden.
After 5 rounds, the effects of the rage wear off and the warrior becomes fatigued for 5 rounds. While fatigued, the barbarian suffers a -2 penalty to AC, damage, attack rolls, and movement speed, and cannot re-enter the enraged state.
At 10th level, the benefits gained from raging increase to a +3 bonus to damage, AC, movement speed, and saves vs. breath. The rage lasts one and a half additional round.
At 19th level, the benefits gained from raging increase to a +4 bonus to damage, AC, movement speed, and saves vs. breath. The rage lasts one and a half additional round.
CLEAVE: The barbarian can let the momentum from a deadly melee attack carry his weapon into another foe.
Once per round, if the barbarian deals enough damage to a creature to kill it, he gains an extra attack in his next round.
At 6th level, the barbarian can quickly charge another target after felling a foe, gaining +2 bonus to movement rate and attack rolls.
At 9th level, the barbarian gains two extra attacks instead of one after felling each foe.
FERAL SENSES: The barbarian relies on his other senses to fight in conditions of poor light or total darkness, ignoring the penalties associated with blindness. While enraged, the barbarian also gains the ability to detect the presense of invisible creatures within 15 feet.
WHIRLWIND ATTACK: For 2 rounds, movement and attack rate are doubled, but all attacks are made with a -2 penalty to hit and damage rolls.
KR's Barbarian is mostly based on AD&D Complete Barbarian Handbook but in an effort to make Barbarian and Berserker classes really different I've slightly altered both rages.
- KR's Barbarian Rage now works as the official variant rage, Whirling Frenzy, instead of vanilla's Barbarian Rage (+4 STR & CON, +2 bonus to saves vs. spell, -2 AC penalty - aka 3E rage). Both rages now break invisibility and prevent the user from doing almost anything which isn't fighting (cannot cast spells, turn undead, hide in shadows, use quick items, and so on), as per PnP. Last but not least, the Barbarian now gets fatigued after raging (only the Berserker was fatigued after enraging in vanilla).
- Cleave is the closest implementation possible of the classic PnP feat. Its two upgrades instead need some feedback, are open to discussion and might be replaced in future versions.
- Feral Senses is an implementation of AD&D Blind-Fighting non-weapon proficiency (or Blind-Fight feat in 3E), mixed with Pathfinder's Scent rage power (mind you D&D Next will implement the very same thing).
- I had previously split the 10% Physical Resistance at 11th level into 5% at 7th and 5% at 11th (a la 3E), but Ardanis convinced me to revert the change. At 10th level Barbarians stop gaining d12 hit points at level up, thus starting to get physical resistance there can be seen as its natural continuation.
- Swift Foot, Fearless Rage, Scent and Rolling Dodge were all planned implementations of Pathfinder's Rage Powers, but I've currently removed them (merging Swift Foot into the base rage, and Scent into Blind-Fighting) in favor of a more simple class template.
- At 1st level, can use Berserker Rage once per day. For every 4 levels, the ability can be used an additional time per day. This ability improves significantly at levels 10, and 19.
- At 2nd level, gains Reckless Offensive.
- At 5th level, gains Intimidating Rage.
- At 11th level, gains Diehard.
- At 15th level, can use Power Attack once per day.
- At 20th level, can use Deathless Frenzy once per day.
- Cannot use missile weapons.
- Cannot use Defensive Stance.
- Cannot use Called Hits.
BERSERKER RAGE: While enraged, the berserker gains 10 temporary hit points and a +2 bonus to attack rolls, damage, and saves vs. death, but he suffers a -2 penalty to AC and saves vs. breath. While in this state of mind the berserker becomes immune to mind-affecting spells and abilities like charm, confusion, fear, feeblemind, hold, and sleep, but loses the capacity to perform actions that require concentration, like casting spells or using thieving skills.
After 5 rounds, the effects of the rage wear off and the warrior becomes fatigued for 5 rounds. While fatigued, the berserker suffers a -2 penalty to AC, damage, attack rolls, and movement speed, and cannot re-enter the enraged state.
At 10th level, while enraged, the berserker gains 20 temporary hit points and a +3 bonus to attack rolls, damage, and saves vs. death. The rage lasts one and a half additional round.
At 19th level, while enraged, the berserker gains 30 temporary hit points and a +4 bonus to attack rolls, damage, and saves vs. death. The rage lasts one and a half additional round.
RECKLESS OFFENSIVE: When using Offensive Stance, the berserker gains twice as much additional damage, but suffers an additional -2 penalty to armor class and saves vs. breath.
INTIMIDATING RAGE: the berserker's fury engenders fear in his enemies. While enraged, any opponent within 15 feet must save vs. death or suffer a -2 penalty to attack and damage rolls.
DIEHARD: When reduced below 50% of his maximum hit points the berserker is able to regain 1 hit point every round.
At 14th level, the berserker regains 2 hit points every round.
At 17th level, the berserker regains 3 hit points every round.
POWER ATTACK: For 2 rounds, the berserker throws tremendous power into each strike. Any opponent hit by one of these attacks must save vs. death at a -4 penalty or be stunned for 2 rounds.
DEATHLESS FRENZY: For 3 rounds, the berserker's hit points cannot be lowered below 1, and he gains a +2 bonus to attack and damage rolls, but he fights with reckless abandon, blindly attacking anything perceived to be a foe.
KR's version of this kit is clearly based upon PnP Frenzied Berserker.
- Berserker's Rage is the least changed of the two rages, but it now performs as a mix of vanilla's Rage (+2 bonus to hit/dmg/AC, mind shield and various immunities) and PnP Frenzied Berserker's one. Unlike the Barbarian this kit will still have immunity to mind affecting effects, but I've removed the convenient and out-of-place immunities to level drain, maze and imprisonment.
- Frenzy is the most player-friendly implementation I could imagine of the infamous Frenzied Berserker feature.
- Intimidating Rage is a pre-requisite feat to get the Berserker PrC in PnP, and it is indeed a very appropriate feature for this savage and fearsome warrior imo.
- my take on PnP Diehard is an alternative solution to Barbarian resistance to damage. I've used it because I think it fits the concept and I like variety, but considering the Berserker should have been a Barbarian kit in the first place, I could as well give him damage resistance if feedback on Berserker's regeneration will be negative.
- At 1st level, gains a pool of Ki he can use once per day to perform various abilities. For every 4 levels, the ability can be used an additional time per day. This ability improves significantly at levels 10 and 19.
- At 1st level, gains a +1 bonus to hit and damage with melee weapons. For every 4 levels, this bonus increases by +1, up to +5 at 16th level.
- At 1st level, gains a +2 bonus to AC vs. melee weapons. At 11th, 14th, and 17th level, this bonus increases by an additional +1.
- At 2nd level, gains a +2 bonus to weapon speed factor.
- At 15th level, can use Deathblow once per day.
- Cannot wear armor, gauntlets, or helmets, nor use shields.
- Cannot use missile weapons.
- Cannot use Offensive Stance.
- Cannot use Called Shot.
KI POOL: With this ability, the Kensai focuses his ki for a short time, allowing him to accomplish amazing feats.
KI POOL (KI STRIKE): With this ability, the Kensai gains +4 bonus to attack rolls for 1 round.
At 5th level, the Kensai deals maximum damage on each hit for 1 round.
KI POOL (KI STEP): With this ability, the Kensai can move at twice his base speed for 1 round.
At 10th level, the Kensai can position himself out of harm's way mere seconds before an energy discharge reaches him, and avoid effects such as breath attacks, fireball spells and the like.
KI POOL (KI DODGE): With this ability, the Kensai gains +4 bonus to AC for 1 round.
At 19th level, the Kensai can dodge or deflect all weapon attacks.
DEATHBLOW: When this ability is activated, for one round, the warrior takes a -4 penalty to attack rolls as she searches for the perfect opening. The first successful melee attack made in the round will instantly slay any creature who fails a save vs. death.
My main sources of inspiration for this kit are Pathfinder's Kensai (ironically it's pretty much BG's infamous "kensage" dual combo) and Pathfinder's Weapon Master, which is very similar to 3E Oriental Adventure's Kensei.
- Kensai can now use bracers to improve their AC.
- progression of thac0/damage bonuses has been changed (from "+1/3 lvls starting at 3rd" to "+1/4 lvls starting at 1st") to make the class more appealing in BG1, and to not overlap with other bonuses (at 3rd, 6th and 9th lvl a Kensai already achieve Mastery, High Mastery and Grandmastery). Furthermore, these bonuses won't be applied to thrown melee weapons anymore.
- I've renamed Kai into Ki Strike (what the hell is KAI?) and then merged it into a more versatile pool of abilities, the Ki Pool.
- vanilla's +2 AC has been changed to work only against melee attacks, but now it also slightly improves at higher levels.
- Gains a +2 bonus to saves vs. spell.
- At 1st level, can use Disruptive Strike once per day. For every 4 levels, the ability can be used an additional time per day. This ability improves significantly at level 10.
- At 1st level, can use Inner Focus once per day. For every 4 levels, the ability can be used an additional time per day. This ability improves significantly at levels 10 and 19.
- At 5th level, gains Magical Defense.
- At 11th level, gains a 10% resistance to magic. At 14th and 17th level, this resistance increases by an additional 5%.
- At 15th level, can use Resist Magic once per day.
- Cannot wear heavy armor, nor use large shields.
- Cannot use Offensive Stance or Defensive Stance.
- Cannot use Called Shot.
- Cannot dual class to mage.
DISRUPTIVE STRIKE: During the round when this ability is activated, any successful melee or ranged hit on an arcane spellcaster imposes a non-cumulative 40% spell failure penalty, lasting 3 rounds.
At 10th level, the wizard slayer becomes able to break through the magical defenses of arcane spellcasters when performing a Disruptive Strike. Each successful hit during the round removes one combat protection from his target.
INNER FOCUS: Concentrating all his fortitude, agility and mental resistance, the wizard slayer is able to withstand, dodge, or resist almost any type of magical threat. During the round when this ability is activated, the wizard slayer becomes immune to all spells of 4th level or lower.
At 10th level, the wizard slayer becomes immune to all spells of 7th level or lower when using Inner Focus.
At 19th level, the wizard slayer becomes immune to all spells of 9th level or lower when using Inner Focus.
MAGICAL DEFENSE: A wizard slayer's constant training in countering arcane spells manifests itself as a +2 bonus to all saves made against spells cast by practitioners of arcane magic.
RESIST MAGIC: This ability grants the warrior +50% magic resistance for 5 rounds.
Quoting Mike I could say that "I don't really like the idea of being restricted from items that are magical. It seems like a fairly dumb philosophy to me which would require that characters who are wizard slayers are either stupid or ignorant. Since most other WS adjusting mods keep this feature of the class, I think it would be nice to go in a different direction". The concept of the class is a sort of mix between AD&D WS (which was a magic hater barbarian's kit) and 3E Occult Slayer. I've tried to stay away from making the class able to use magical spell-like abilities and keep it as martial as possible.
- I've changed vanilla's spell failure (cumulative 10% chance on each hit) into the x/day Disruptive Strike. The ability now has a much higher effectiveness, and further improves at higher levels into a Breaching Strike.
- Magic Resistance is now gained similarly to Barbarian's physical one. It may seem lower than most other WS versions around (though on par with vanilla's one) but KR's wizard slayers can use any magical item to increase this innate ability, and KR's HLAs will further increase it.
- the WS now gets +2 bonus to saves vs. spell at 1st level (a sort of Iron Will). This partially makes up for the loss of magic resistance at low levels, but most importantly it contributes to create a multi layered defense against spells. Even if the slayer's magic resistance is overcomed or lowered he will still have good saves to protect him.
- Magical Defense is taken directly from PnP Occult Slayer, but I've limited it to arcane spells.
- Inner Focus is my take on Occult Slayer's Reflect Magic (too magical for my tastes) I opted for a sort of "Mettle+Evasion" and named it Inner Focus (as an AD&D HLA). The purpose of this sort of "Deflect Spell" is simple, it's an ability usable very few times and best reserved for the most dire situations when resisting the incoming spell(s) in that round can make a difference between life and death.
Edited by Demivrgvs, 21 February 2016 - 01:09 PM.