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NPC Kitpack


Idobek

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I am thinking of extending the idea of the Kit Anomen mods to other NPCs. This will not extend to changing the existing kit of an NPC (there will be two slight exceptions) but anything else is fair game. I'd like to have your opinions on which NPCs should have what kits.

 

My current thoughts:

 

Edwin's kit title and description to be changed to Red Wizard (Conjurer).

 

Minsc's kit title to be changed to Rashemaar Ranger.

 

Korgan to get a proper Battlerager kit as is fitting for a berserker dwarf.

 

Nalia to get an Adventurer kit and/or specialist mage kit.

 

Imoen to get an Adventurer kit and/or specialist mage kit.

 

Mazzy to get a proper Truesword of Arvoreen kit, instead of the psuedo kit she has now.

 

Sarevok to get a proper Deathbringer kit, instead of the one ability he has now.

 

That's it so far. Before anyone suggests that I just give to user the option of what kit to install for each NPC - I don't want to do that (with the exception of the specialist mage kits). Each NPC will have their own component for separate install. Kit Anomen will be absorbed into this larger mod.

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Well, I won't lie and say I won't use this mod. :D

 

If you want some additional ideas, Blucher has the Lvl1NPC mod that I've used in the past, though it is not WeiDU-ized. There are some interesting choices in it, though, such as a Wizard Slayer Valygar. Here's where you can take a look at it: http://www.fortunecity.com/boozers/winelodge/79/

 

Whether you collaborated with GB or developed something from scratch, I'd be very grateful, though I would have to issue a few cuss words for having to update the mod list... again. :D

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I am against Nalia getting a thief kit. She doesn't have the knowledge for it.

 

I don't have an objection for Imoen getting one, since she was a thief in BG1 and should have been at least a level 8 thief at the start of SoA. As for a specialist mage kit, I could see her as a wild mage - you know things going wrong, horribly wrong. :D

 

As for other suggestions, I think Mazzy should get a paladin kit of some sort. Just because this game says only humans can be paladins - it isn't true in the pnp game. I know she makes remarks about becoming one - or at least I think she does. So let's make her one!

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I am against Nalia getting a thief kit. She doesn't have the knowledge for it.
I know, I saw your remarks at PPG. However, a lot of people do think Nalia should get a thief kit (I am undecided), someone should accomodate them.
As for a specialist mage kit, I could see her as a wild mage - you know things going wrong, horribly wrong.
I am liking the wild mage thing more and more. I hardly ever play a mage so from my perspective the game is screaming for a wild mage NPC.

 

As for other suggestions, I think Mazzy should get a paladin kit of some sort.
I knew this would come up and it is a definate maybe. I don't, at this time, want to start playing with the classes of characters. In future I might.

 

@Ice, thanks for the link. I'll try to give you a little breather before I send you off running to update the mod lists. :D

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I am against Nalia getting a thief kit.  She doesn't have the knowledge for it.

 

I don't have an objection for Imoen getting one, since she was a thief in BG1 and should have been at least a level 8 thief at the start of SoA.  As for a specialist mage kit, I could see her as a wild mage - you know things going wrong, horribly wrong.  :D

 

As for other suggestions, I think Mazzy should get a paladin kit of some sort.  Just because this game says only humans can be paladins - it isn't true in the pnp game.  I know she makes remarks about becoming one - or at least I think she does.  So let's make her one!

You know BevH, I am not sure, if I haven't heard your Nalia argument before. :D

 

@ Nalia: A swashbuckler should be something that comes out of a streetfighting neighbourhood. S/he needs cunning and fighting skills to suvrive. I think it is a stretch for Imoen too, but arguable for some degree since she is a thief, when she joins you and hones her skills during BG1. Nalia on the other hand is like a good hearted Paris Hilton who knows some tricks in thievery and magics, but not a sword-swirling conman (or woman if that exists).

 

@ Imoen: a wild mage :D I think she is not the type to specialise enough into a certain school, so maybe yes, but enchanter is pretty limiting.

 

@ Sarevok: That would be a pity for his F/M potential. His stats are just begging the player to dual him and WS is pretty hard on a char.

 

@ Mazzy: Would be nice, since Arvoreen would surely grant her that status after all the personal trinkets named after her Mazzy already lugs around.

 

Great that you do it. :D Are all the kits going to be optional separately, i.e. take Imoen, but not Nalia?

 

<Add the usual 2 cents disclaimer here>

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Are all the kits going to be optional separately, i.e. take Imoen, but not Nalia?
Yep.

 

His stats are just begging the player to dual him and WS is pretty hard on a char.
I'm sorry, hard on Sarevok? His stats are godlike. Part of the wizard slayer idea is that a wizard slayer/mage can be an interesting dual. Oh, I better say now that I will under no circumstances give Sarevok a kensai kit.
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I'm sorry, hard on Sarevok? His stats are godlike.

YUP, but I was just the better ONE in part one, hehehehe. See, what resting on your stat laurels can bring you into. :D If it is separate then it is okay, but is there a story behind this or just a gut feeling. A Kensai would absolutely be wrong, agreed.

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Gut feeling I guess. When I looked at Sarevok with an eye to giving him a kit I immediately thought wizard slayer. Berserker just doesn't fit - Sarevok is too controlled. And kensai is open to so much abuse it is silly.

 

There is only one reason I couldn't give every available kit option and that is I don't want to. :D But, I certainly would force an 'all or nothing' install on anybody.

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With his stats he had a better claim to become a god than most of my characters. :D Berserkers and kensais are IMO limited to a very specific cultural background which is not likely for a kid raised in the streets and then adopted by an evil wealthy merchant. He could have adopted the WS way, because he saw during his studies the power of the magic-wielders in Candlekeep and BG and prepared to meet the best of them during his plans. Anyway at least some story behind this would be nice. I could relate to the Valygar story back then which explained him as a stalker.

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@Jester: I didn't to dismiss your opinions on swashbuckler's out of hand so I went and did so research.

 

From The Complete Book of Thieves:

This is a happy-go-lucky thief, with ready wit and flashing rapier. His home is the city, where he can shine amidst the squalor. He is generally less interested than his warrior counterpart in poking people with his rapier, and is more involved and concerned with his wild theatrics and amazing displays of acrobatic skills. More often than not he also finds himself, justly or not, on the wrong side of the law.

 

The Swashbuckler is almost never aligned with thieves' guilds; he prefers to be "freelance." Swashbucklers who journey outside the cities may align themselves with bandits or pirates, however, and with their charisma and skill, they frequently assume leadership. Such responsibility ill suits the Swashbuckler, however; the details of organizing and leading a large group will invariably set him packing in short order.

 

Most Swashbucklers come from a wealthy or aristocratic background. Their skills of stealth and acrobatics came not from survival needs, but whim. This motivation typically remains the driving force behind the Swashbuckler's career. Most of these young rakes retire when they get older and must assume responsibilities in the communities (family, noble title, business, and so forth). Many a Swashbuckler has kept up his activities, however, in secret; his moonlighting may even be developed (usually purposely) to a point of distinguishable alter-egos. The daytime character may be a foppish dandy, gruff businessman, or airhead noblewoman. At night the Swashbuckler emerges: a cunning, dashing, adventurous character.

 

What are the goals of the Swashbuckler? For the young ones, it is usually just thrills: a chance to break into the impenetrable castle, to replace the Queen's necklace with a fake, to outwit the guildmaster of thieves . . . A few have more serious goals (and these are the ones who tend to keep up their habit). A Swashbuckler may be a vigilante, charming and witty, but driven by an obsession for justice. His enemies may be criminals or, in an unjust society (where the aristocratic Swashbuckler's alter-ego may be an unwilling part of the apparatus of oppression), the authorities themselves.

I feel that this fits both Nalia and Imoen quite well.

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@Caedwyr: I can't find anything on Sarevok being a deathbringer, are you sure this wasn't a mod? I also can't find a truesword of Avoreen kit. I think for the moment I'm going to change Mazzy's title from 'Fighter' to 'Truesword of Avoreen', as you say, she already has the special abilities. If anyone can find such a kit or provide information on it that would be great. Mazzy should be more than a plain fighter but her dialogue prevents her having a paladin kit.

 

EDIT: I did manage to find some info on a truesword kit. I am going see about formalising the kit for Mazzy she has all the abilities just not in the right quantities. For the time being Mazzy gets a title change. Anybody who feels like writing a description for the kit please do, any help here is most welcome.

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We had a discussion about how to do a Truesword kit in the LoI forums :D

 

Specialty Priests (Trueswords)

REQUIREMENTS: Strength 12 or Constitution 12, Wisdom 9

PRIME REQ.: Strength or Constitution, Wisdom

ALIGNMENT: LG, NG, LN

WEAPONS: Any

ARMOR: Any

MAJOR SPHERES: All, combat, divination, guardian, healing, law, protection, sun, war, wards

MINOR SPHERES: Necromantic, summoning, travelers

MAGICAL ITEMS: As clerics and fighters

REQ. PROFS: Short sword, engineering, reading/writing (common)

BONUS PROFS: Alertness, blindfighting, set snares

 

• Trueswords must be halflings, but they can be of any halfling subrace.

 

• Trueswords are allowed to multiclass as fighter/trueswords.

 

• If the DM allows kits from Demihumans of the Realms and/or the Complete Book of Gnomes and Halflings, trueswords and fighter/trueswords may take either the sheriff or marshal kits.

 

• Trueswords may select nonweapon proficiencies from the warrior group without penalty.

 

• Trueswords may hide in shadows and move silently as a ranger of the same level, modified by the truesword's race, Dexterity, and armor type.

 

• Trueswords can cast blessed watchfulness (as the 1st-level priest spell detailed in the Gorm Gulthyn entry in the "Gnome Pantheon" chapter) or detect evil (as the 1st-level priest spell) once per day.

 

• At 3rd level, trueswords can cast strength (as the 2nd-level wizard spell) or weapon shift (as the 2nd-level priest spell) once per day.

 

• At 5th level, trueswords can lay on hands (like the paladin ability), restoring 1 hit point per level once per day.

 

• At 5th level, trueswords can invoke courage in themselves and up to six others within a 60-foot radius with a word, granting those affected immunity to fear and a +1 bonus to attack rolls and saving throws. They can use this ability up to once a day per level. It lasts 1 turn.

 

• At 7th level, trueswords can make three melee attacks every two rounds.

 

• At 7th level, trueswords can cast glyph of warding (as the 3rd-level priest spell) or strength of one (as the 3rd-level priest spell) once per day.

 

• At 10th level, trueswords can cast easy march or unceasing vigilance of the holy sentinel (as the 5th-level priest spells) once per day.

 

• At 13th level, trueswords can cast champion's strength (as the 5th-level priest spell) or haste (as the 3rd-level wizard spell, on themselves only, with no penalty for aging) once per day.

 

• At 13th level, trueswords can make two melee attacks per round.

 

 

I came to the conclusion that in order for it to be as pnp like as possible, it'd have to be a Ranger kit (in order for them to be able to hide in shadows), with a changed number of spells per level ala CRmix and the weapon/armour restrictions of a fighter. Here's the post listing what I believe is and isn't feasible:

 

Okay, I've been doing some experimenting :D It seems a Truesword of Arvoreen kit is entirely feasible, but it'd have to be a Ranger kit rather than Fighter or Cleric.

 

1) Can Halflings be Rangers? Yes.  Verified by changing a PC Halfling Fighter->Ranger.  They recieve the standard Ranger spells, proficiencies, innates, stealth, etc with no problems.

 

2) Can Halflings be allowed to select Ranger during character creation? No.  However, a "dummy" Half-ling only cleric kit can be added, which (once the game starts) runs a script which turns the character into a Ranger and gives them the "real" Truesword kit.

 

3) Can the pnp Truesword's alignment restrictions (LG, NG and LN) be properly done? Kind of.  LN would lead to them falling, but prohibiting CG is certainly possible.

 

4) Can the Ranger's Charm Mammal ability be removed? Yes, simple.

 

5) Can a Ranger kit have the same armour & weapon restrictions as a Fighter? Yes, entirely possible.

 

6) Can a Ranger kit have Grand Mastery in any weapon? Yes, very easy to do.

 

7) Can a Ranger kit recieve proficiency points at the same rate as a Fighter? Yes, they already do.

 

8) Can a Ranger kit have the Cleric's spell progression? Yes.  Extra spells will have to be granted to them in the same way as spells are removed from the speciality Clerics in the Cleric Revamp mod.  MxSplRng.2da may also have to be edited to allow Rangers to recieve up to level 7 spells (and other Ranger kits + standard Rangers changed to prevent them recieving >4th level spells), but I'm not too sure about this.

 

9) Can a Ranger kit have the Lay on Hands ability? More than likely.  Mazzy already has this so I don't see why shouldn't be possible.

 

10) Can a Ranger kit have the Set Snares ability? Yes.

 

11) Can the pnp Truesword's Detect Evil, Strength, Invoke Courage, Strength of One and Unceasing Vigilance innates be recrated in BG2? Yes.  Mazzy already has the middle 3, and Detect Evil would be simply to add.  I'll have to read up on Unceasing Vigilance; if it's not possible, it'll be replaced with something suitable that is.

 

12) Can the pnp Truesword's extra attack per round at levels 7 and 13 be done? More than likely.

 

13) Can a kit be made to require more XP per level than the standard class (to make up for all these cool abilities)? I believe this is possible to do so via scripting.

 

14) Can they have a different stronghold than the standard Ranger (temple of Lathander seems more appropriate)? More than likely.

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Great, thanks. I knew I'd seen it somewhere. I agree a ranger kit would be best, it does seem to be the way it is described. (Although, there could be two kits it there - a cleric and a fighter.) Far too much work for me though. I think am going to nerf it in to a fighter kit using Mazzy's current abilities, the info you have provided and the info I have found.

 

Where did you find this info by the by?

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