Morpheus562's Kitpack

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A Gibberlings Three Mod

Author: morpheus562

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Introduction

These kits are inspired from various areas to include 5e subclasses and NWN2 Prestige Classes. I would like to explicitly note the phenomenal work that Kaedrin did with introducing many new Prestige Classes to NWN2 and I borrow from his work to bring them into the Infinity Engine. There is more to come, but what is listed below is fully functional.


Fighters Kits / Rangers Kits / Paladins Kits / Mages Kits / Sorcerers Kits / Multiclass Kits


Fighters

Battle Master

An expert in two-handed weapons, the Battle Master is able to wreak havok on any battlefield. Their ferocity and resilience is well renowned, and enemies fear the endless barrage of their attacks.

Advantages:

CHARGE: The Battle Master is able to increase his movement speed by +5 for 3 seconds.

RELENTLESS ASSAULT: The Battle Master is able to unleash a flurry of blows and doubles the amount of attacks they can do for 5 rounds.

After the effects end, the character becomes winded, suffering a -2 penalty to Armor Class, to-hit rolls, and damage rolls for 2 rounds.

Disadvantages:

Battlerager

Battleragers are a type of dwarf warrior whose combat style relies on raw instinct, anger, and physical strength. The individuals who practice this type of fighting are usually mentally unstable with a low life expectancy. The infamous battlerager fighting style relies on individuals immersing themselves completely into battle, often at the expense of their own personal safety.

Advantages:

RECKLESS ABANDON: The character becomes enraged for 1 turn. While enraged, the character gains a +10% bonus to <PRO_HISHER> damage rolls and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The character also receives a -2 penalty to Armor Class, takes 1 point of damage per round while enraged (knocking the character unconscious if this causes the character's hit points to be reduced to 0), and receives +10% increase to all physical damage taken.

SPIKED ARMOR: Any enemy who damages the Battlerager will receive 1d4 points of piercing damage.

Disadvantages:

Death Knight

Death Knights engage their foes up-close, supplementing swings of their weapons with dark magic that renders enemies vulnerable or damages them with unholy power. They drag foes into one-on-one conflicts and often gird themselves in heavy armor. Death Knight talents can bolster their defensive abilities by focusing on their ability to heal themselves, increase their damage and spell attacks, or summon forth minions and diseases.

Advantages:

ABSORB HEALTH: Deals 2 points of damage per level to an enemy, healing the Death Knight the same number of Hit Points.

RUNE OF SWORDSHATTERING: Each hit has a 20% chance of bestowing a -10% cumulative reduction in the target's physical damage resistance that lasts for 2 rounds.

RUNE OF RAZORICE: Each hit has a 20% chance of lowering the target's cold resistance by 10% for 2 rounds and dealing 1d6 cold damage.

RUNE OF THE FALLEN CRUSADER: Each hit has a 20% chance of healing the Death Knight for 10 Hit Points and increasing the Death Knight's strength by 1 for 2 rounds. The strength increase is not cumulative.

LICHBORNE: Drawing upon unholy energy, the Death Knight becomes immune to Charm, Fear, Sleep, Level Drain, and Imprisonment for 1 turn.

BLOOD PRESENCE: Strengthens the Death Knight with the presence of blood, increasing damage by 15% and each hit drains 2 Hit Points from the target and transfers it to the Death Knight. This will not heal beyond the Death Knight's maximum Hit Points.

FROST PRESENCE: Hardens the Death Knight with frozen resolve, +2 Constitution, +2 bonus to Armor Class, and increase physical damage resistance by 10%.

UNHOLY PRESENCE: Infuses the Death Knight with unholy fury increasing APR by 0.5 and movement by 2.

DANCING RUNE WEAPON: The Death Knight summons forth a runic sword that acts as a +4 weapon in all respects and deals 5d4 damage upon hitting a target. Once summoned, the runic sword will float in the air completely under the Death Knight's control for 1 Turn. This does not prevent the Death Knight from doing any other actions during the spell's duration.

UNHOLY BLIGHT: Surrounds all enemies within a 15-ft. radius of the Death Knight with a vile swarm of insects for two rounds. Those affected suffer two points of piercing damage per second.

RAISE ALLY: Returns a character back to life and also heals the character to 60% of their max health so that they are ready for the adventuring life.

KILLING MACHINE: When the Death Knight slays an opponent, <PRO_HISHER> critical hit chance for all melee attacks increases by +10% for two rounds. This ability does not stack with itself.

Disadvantages:

Dragoon

Dragoons are warriors who dedicate their lives to the use of polearm weapons (quarterstaff, spear, and halberd). These warriors focus on leap attacks at their enemies while quickly maneuvering around the battlefield.

Advantages:

CHAOTIC SPRING: The Dragoon will instantly leap up to 15 feet away dealing piercing damage and stunning all targets for 2 seconds within 8 feet. The damage inflicted is equal to 1d6 per level of the Dragoon (up to a maximum of 10d6). A successful save vs. Death with a -2 penalty negates the stun and reduces all damage from the leap by half.

FLEET OF FOOT: The Dragoon becomes immune to Grease, Entanglement, and Web effects.

HEAVEN'S THRUST: The Dragoon will instantly leap up to 15 feet away dealing piercing damage to a single target. The damage inflicted is equal to 1d8 per level of the Dragoon (up to a maximum of 10d8), or half with a successful Saving Throw vs. Death at -2. Additionally, the hit target suffers 3 points of additional bleeding damage per round for 3 rounds.

ARM'S LENGTH: The Dragoon becomes immune to most knockback and draw-in effects.

Disadvantages:

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:

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 10 seconds.

Damage Details
  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 his Intelligence modifier and lasts for one turn.

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

TELEKINETIC MOVEMENT: The Psi Warrior can move a creature with his mind. The Psi Warrior may select to push or pull the target to himself. 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.

GUARDED MIND: The Psi Warrior becomes immune to all psionic attacks.

BULWARK OF FORCE: This ability grants 10% damage resistance for all allies within 15 feet of the Psi Warrior for one turn. Allies need to remain within 15 feet of the Psi Warrior to continue receiving this benefit.

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:

Shield Breaker

Shield Breakers are a specialized set of fighters whose main purpose is to break the ranks and defenses of an enemy front line. These fighters will rend and penetrate enemy armor and defenses to make them vulnerable, so their allies may exploit this newly exposed weakness. As a result, the Shield Breaker's attacks will not hit as hard since they are made to break armor and shields, not sever bones and sinew.

Advantages:

SUNDER: The Shield Breaker sunders the earth before him striking all enemies within a 15-ft. radius. Enemies struck will receive 2d4 crushing damage, -25% reduction in physical damage resistance for 5 rounds, and falls to the ground for 3 seconds. A successful Saving Throw vs. Spell with a -4 penalty negates the fall.

NOTE: The reduction in physical damage resistance is not stackable with multiple uses of Sunder.

Disadvantages:

Deathbringer (Prestige Kit)

Deathbringers are a special group of warriors of Bhaal trained in the art of intimidation and war. Those trained in the ways of the Deathbringer may fell their foes with a single blow, and every enemy slain at their hand fuels their rage and ferocity.. They are also a group of scattered cultists that are still trying to revive Bhaal, even though his essence is locked up in the Upper Planes.

Advantages:

CARNAGE: When the Deathbringer slays an opponent, his rage and ferocity is fueled dealing an additional +10% physical damage for two rounds. This ability stacks with itself.

DEATHBRINGER ASSAULT: The Deathbringer has a 3% on hit of dealing an additional +200 slashing damage.

SAVAGE BLOWS: The Deathbringer's attacks for the next 10 seconds will progressively weaken any struck opponent. The hit target will lose 1 point of constitution per hit for the next 2 rounds.

Disadvantages:

Please note, this prestige kit requires a player meet the following prerequisites:

Rangers

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:

RAGE: The enraged state lasts for 1 turn. While enraged, a Berserker gains a bonus of +2 to his attack and damage rolls as well as to his 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 his berserk spree, possibly knocking him unconscious.

Disadvantages:

Champion of the Wild

Champions of the Wild embody discipline and skill and relies on quickness, agility, and an almost scholarly study of the most difficult and advanced techniques of swordplay instead of brute power. In order to become a Champion of the Wild, an initiate must excel in swordplay and exhibit patience, grace, and compassion. To take joy only in feat of arms is to live a crude and diminished life. There is more to life than fighting well, and the true champion knows this.

Advantages:

ELEGANT STRIKE: The Champion of the Wild becomes able to place attacks where they deal greater damage. The character applies <PRO_HISHER> Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus <PRO_HESHE> may have). Elegant Strike gains the following damage bonuses:

Dexterity Details
  16 Dexterity: +1 bonus to melee damage
  17 Dexterity: +2 bonus to melee damage
  18 Dexterity: +2 bonus to melee damage
  19 Dexterity: +3 bonus to melee damage
  20 Dexterity: +3 bonus to melee damage
  21 Dexterity: +4 bonus to melee damage
  22 Dexterity: +4 bonus to melee damage
  23 Dexterity: +4 bonus to melee damage
  24 Dexterity: +5 bonus to melee damage
  25 Dexterity: +6 bonus to melee damage

WRATH OF THE WILD: The Champion of the Wild gains the ability to briefly channel the divine power of a wild diety, enveloping <PRO_HISHER> weapons in a veil of incandescent light. The character gains a +2 bonus to Thac0 and deals an extra 2d6 points of melee damage with each melee attack for 10 seconds.

SUPERIOR DEFENSE: The Champion of the Wild learns special techniques for making the best use of <PRO_HISHER> natural agility even while wearing restrictive armor. The character gains a +1 AC bonus at 6th level. At 9th level the bonus improves to +2 and at 12th level it increases to +3.

Disadvantages:

Paladins

Champion of the Silver Flame

Champions of the Silver Flame are dedicated to fighting supernatural forces of evil and extraplanar threats. They are spiritual heroes who channel the power of the Silver Flame to ward off evil outsiders, destroy evil spirits, and smite the material forms of the forces of evil. They are paragons of good and stand as the bulwarks of faith between the darkness and the light.

Advantages:

BLESSING OF THE CHAMPION: A Champion of the Silver Flame dispenses the fury of the Silver Flame with <PRO_HISHER> weapons. The champion gains a +1 bonus to Thac0 and damage.

WEAPONS OF FLAME: The Champion of the Silver Flame deals an extra +2 fire damage on a successful hit.

WARDING FLAME: The Champion of the Flame bathes <PRO_HIMHER>self in silver flame gaining +2 bonus Armor Class and Saving Throws. In addition, <PRO_HESHE> gains Magic Resistance of 10% + character level.

WEAPONS OF THE SACRED FLAME: The Champion of the Silver Flame further improves the Weapons of Flame and it now deals +1d6 fire damage on a successful hit.

Disadvantages:

Templar

Templars are the favored knights of their god, defending the faith more effectively than a steel wall. Templars function best when they have something to protect and are often the first line of defense in any party.

Advantages:

Disadvantages:

Reaver

Reavers are evil warriors who revel in death and the destruction of all life. Using necrotic arts, Reavers drain the life essence from their opponents with each strike, and some even devour the souls of those they slay.

Advantages:

SIPHON LIFE: Each hit within the next 10 seconds drains 1d4 Hit Points from the target and transfers them to the Reaver. This will not heal beyond the Reaver's maximum Hit Points.

DEVOUR SOUL: When the Reaver kills an opponent, there is a 20% chance he consumes the remaining life essence and heals 10 Hit Points.

DEATH FIELD: All enemies within a 15-ft. radius of the Reaver suffers 4 damage each while the Reaver absorbs the enemy's lost life. If the Reaver goes over he maximum Hit Point total with this ability, he loses any extra Hit Points after 1 turn.

Disadvantages:

Monks

Kaze no Kama

The "Scythe of the Wind" is a monk dedicated to the pursuit of physical prowess. Training is focused on increasing the raw power of one's fists over learning attack techniques or healing abilities. Furthermore, the Kaze no Kama trains to improve his hardiness and resistance to typical attacks seen in combat at the expense of Magic Resistance that monks typically achieve.

Advantages:

KAI: All successful attacks within the next round deal maximum damage. The duration increases to 2 rounds at level 5, 3 rounds at level 10, 4 rounds at level 15, and 5 rounds at level 20.

TIMELESS SELF: The monk is no longer constrained by the trappings of time. The pause between casting spells and using abilities is erased and the monk becomes immune to Time Stop.

Disadvantages:

Mage

Archmage

Archmages are powerful, and usually quite old, spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.

Advantages:

ARCANE FIRE: Archmage learns to channel arcane energy as a weapon, ensuring they are armed even when their spells run dry. This ability allows the Archmage to fire a pulse of magical energy that deals 1d6/class level damage to a single creature. Magic Resistance is bypassed by this ability.

SPELL WEAVER: The Archmage has developed an understanding of how magic works at its most fundamental level, and once per day may use Limited Wish as a spell like ability.

GRAND MAGE: Using this ability takes an entire round and allows the Archmage to rememorize any spent magic.

Disadvantages:

Please note, this prestige kit requires a player meet the following prerequisites:

Sorcerers

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:

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.

Disadvantages:

Multiclass

Stormlord - Fighter/Druid Multiclass Kit

Stormlords wield thunder and lightning like a warrior wields his sword. Because of their command of one of the most destructive aspects of nature, Stormlords are viewed with awe and fear by lesser folk, regardless of their motivation.

Advantages:

SHOCK WEAPON: The Stormlord adds 1d8 Electricity damage to their weapon for 2 turns.

Disadvantages:

NOTE: Stormlords may take the axe proficiency but will only be able to use throwing axes.

Compatibility

Install after item mods since these will make some item useability updates.

Special Thanks