Skills-and-Abilities

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A Gibberlings Three Mod

Authors: Grammarsalad and morpheus562

On the Web: Discussion Topic

Introduction

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

Spells and HLAs

Add Concentration Check to Resist Spell Disruption (EEex Required)

Adds a calculation to resist spell disruption. The caluclation is 1d20 + Luck + (Constitution / 2) - 5 > Damage Taken. If Damage Taken is less than 10, it will be set to 10 for the purposes of the spell disruption calculation. The proficiency overhaul component will further update this with a new Concentration Proficiency.

Overhaul PfNW and PfMW (EXPERIMENTAL)

Minor Protection From Physical Damage

When the spell is cast, it sets physical damage resistance for slashing, crushing, piercing, and missile damage to 40%. It is important to note that this spell will override and replace protections granted from previous castings of Minor Protection From Damage and Protection From Damage. This effect lasts for the duration of the spell or until dispelled.

Protection From Physical Damage (Previously PfMW)

When the spell is cast, it sets physical damage resistance for slashing, crushing, piercing, and missile damage to 90%. It is important to note that this spell will override and replace protections granted from previous castings of Minor Protection From Damage and Protection From Damage. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled.

Mantles, Absolute Immunity, and Divine Protections will improve damage resistance by +40%.

Add HLAs to IWDEE (Lefreut UI Required)

This allows for HLAs to be useable within IWDEE under the same BG2: EE requirements.

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.

Update Existing HLAs

GREATER WHIRLWIND: Will now last for three rounds instead of one.

RESIST MAGIC: This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. A warrior can use the Resist Magic ability to gain 40% Magic Resistance. The ability lasts for 1 round for every 2 levels of the warrior.

WAR CRY: With a War Cry, the warrior emits a powerful yell inspiring all allies within a 15-ft. radius. Allies increase their physical damage dealt by 10% and critical hit chance by 5% for 1 turn.

This also updates the following HLAs so they CANNOT be removed by Breach or anti-magic spell: Hardiness, Resist Magic, Avoid Death, Evasion, Greater Evasion, and Assassination. (more in progress)

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.

PLEASE NOTE: Bardic Wonders restricts Skalds from being able to use theiving skills. If you have Bardic Wonders installed and want a Skald to use full theiving, then you will need to update "skald_thieving" in the ini from 0 to 1.

Blade Kit Enhancements

This allows the Bard Blade Kit to master (3 slots) in all bladed weapons and receive a 0.5 APR boost at level 10 and again at level 20. This will also update all non-recruitable Blades within the game to have specialization in the melee weapon(s) of their choice. This is compatible with Bardic Wonders improved Blade Kit; however, this will need to be installed after it AND it will remove the GM bonuses provided by Bardic Wonders for the APR boosts at levels 10 and 20.

Bard Songs Last 1 Turn

Bard songs will now have a duration of 1 Turn instead of 1 Round. Please note, this will not increase the song duration if Rogue Rebalancing is used. This component does work with the vanilla way for song timings and other mod added changes like Bardic Wonders.

Add New Fighter Abilities

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.

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.

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

FLURRY OF BLOWS: Monks gain an extra APR.

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

Add New Paladin Abilities

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.

AURA OF COURAGE: This ability grants protection against all forms of panic and boosts morale 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 +5% physical damage resistance for the character and all allies within 15 feet.

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

Wizard Slayer Enhancements (EEex Required)

Adds Detect Illusions (Set at 100) to the Wizard Slayer. Additionally, each successful hit the Wizard Slayer inflicts on an enemy will bestow a 10% cumulative chance of spell failure on the target and has a 25% chance of casting dispel magic at level 30 on the target. These strikes will bypass protections such as Protection from Normal Weapons, Protection from Magical Weapons, Mantle, Improved Mantle, and Absolute Immunity.

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.

Adjust Cleric/Thief Actionbar (EEex Required)

This component replaces the Turn Undead modal button on the Cleric/Thief Actionbar with the Thieving Ability. This is recommended if the Turn Undead Overhaul (previous component) is installed.

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.

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.

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.

TWO-WEAPON: This fighting style allows the character to use two melee weapons at the same time with fewer penalties. A character wielding two weapons without a slot in this fighting style would incur a -4 penalty to attack rolls with the main weapon, a -8 penalty with the off-hand weapon, and a -4 penalty to damage rolls for both weapons.

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:

NWN2 Style Proficiency Progression

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

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.

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

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

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

SPELL PENETRATION (EEex Required): This proficiency allows a caster to bypass a portion of a target's magic resistance.

SWIFTBLADE: This proficiency allows one to combine arcane-assisted speed with melee skill to turn a first strike into a deadly assault. With this proficiency, one discovers unconventional ways to utilize the haste spell. All abilities are cumulative.

CONCENTRATION (EEex Required): The character is adept at casting spells in combat. Points spent in this proficiency reduce the chance of spell interruption when damaged.

NOTE: The calculation to resist spell disruption is 1d20 + Luck + (Constitution / 2) - 5 + Concentration Proficiency Bonus > Damage Taken + 10.

POWER STRIKER (Artisan Kitpack Fighter Overhaul Required): This proficiency allows a warrior to attack with more ferocious Power Attacks.

NOTE: Even though other classes may have access to this weapon style, only Fighters will be able to use it to improve their Power Attack modal.

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.

THROWN WEAPON STYLE: This weapon style improves the character's use of thrown weaponry to include: Axes, Daggers, Darts, and anything else that may be used as a thrown projectile.

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

More Meaningful Stat Bonuses

Strength

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

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, Scales of Balance, and the Talents of Faerun (only the Revised Weapon Proficiency System component). Choose whichever component you like best. This is compatible with the Talents of Faerun Races and Subraces component; however, you must use the vanilla proficiency progression.

I recommend installing this mod near the end of your install. I do my install after SCS but before EET_END.

Special Thanks