True Fighter
"The questing knight, the conquering overlord, the king's champion, the elite foot soldier, the hardened mercenary, and the bandit king, all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land's best souls, willing to face death for the greater good. Others are among the worst, those who have no qualms about killing for private gain, or even for sport. Fighters who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers. An adventuring fighter might call himself a warrior, a mercenary, a thug, or simply an adventurer.
Though fighters can be found in nearly every part of Faerun, those who are truly skilled are well-respected for their abilities. While many fighters operate on their own or as parts of informally organized groups, others hold themselves to a higher ideal and are part of knightly orders. These include such renowned groups as the Purple Dragons of Cormyr, the Knights Kuldar of Barakmordin, and, in the past, the Champions Vigilant of Helm.
Fighters can become skilled in the use of many types of weapons and armor, and learn a variety of fighting styles and field tactics, making them highly proficient in the ways of battle and extremely versatile."
Class Features:
- 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.
Notes:
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, much more than other warriors. This is achieved by making Grandmastery much more powerful than vanilla BG2 (as per PnP), and by removing some fighting skill to 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.
Barbarian
"From the frozen lands of The North and the hellish jungles of Chult in the south come brave, even reckless, warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. While undoubtedly feral and unpredictable by the nature of their rages, barbarians are not necessarily uncultured brutes and have time and time again proven their cunning and resourcefulness as well as sheer physical power and endurance. Sometimes, in spite of their aversion to order, barbarians even demonstrate honor.
Barbarians are common within several organizations within Faerun, such as the Uthgardt warriors of the Silver Marches and Icewind Dale, the primal warriors of the Reghed Glacier, the wild tribes of the Chondalwood, and the famous berserkers of Rashemen and its neighboring regions. Contrary to common belief, not all warriors who live outside civilization's borders are barbarians. Only those who embrace the wild and primal ways of the rage can rightly call themselves barbarian, imbuing them with a wild spirit not found amongst other warriors.
Where the fighter has training and discipline, the barbarian has a powerful rage, and once in this whirling frenzy, he becomes a true maelstrom of devastation, better able to defeat his foes and withstand their attacks. These adrenaline surges leave him winded, and he only has the energy for a few such spectacular displays per day, but those few are usually sufficient."
Advantages:
- 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 6th level, gains Leap Attack.
- 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.
Disadvantages:
- 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 activating item abilities or 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.
If the barbarian deals enough damage to a creature to kill it, he gains an extra attack in his next round.
At 9th level, the barbarian gains two extra attacks instead of one after felling a foe.
LEAP ATTACK: Whenever his nearest opponent is 10 feet away the barbarian can quickly charge him moving at twice his base movement speed, and receiving +2 bonus on attack and damge rolls for that round.
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.
Notes:
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 a slightly more powerful 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.
Berserker
"Berserkers are warriors in tune with their animalistic side and, during combat, can achieve an ecstatic state of mind that will enable them to fight longer, harder and more savagely than any humanoid has a right to. Unlike most others, Berserkers usually do not fight to achieve a heroic goal or defeat a loathsome villain. Those are mere excuses, it is the thrill of combat that draws them. For Berserkers, the insanity of battle is like an addictive drug - they must constantly seek out more conflict to feed their craving for battle.
Berserkers are common amongst dwarves, known to them as 'Battleragers'. Members of this elite order are usually covered in scars, runes and tattoos, and scream out battle cries as they charge recklessly forward into battle. They live in the fringes of Dwarven society, kept away from children for their strange ways; heroic stories are told about them, but the Battlerager is short lived, having full belief that if they die, the Dwarven gods of battle will bring them back stronger than before. Berserkers are never lawful. They may be honorable, but at heart they are wild. This wildness is their strength, and it could not live in a lawful soul. At best, chaotic berserkers are free and expressive. At worst, they are thoughtlessly destructive.
Berserkers tend to be barbarian-like in nature, but not always. Sometimes it is a conscious choice that a warrior in training makes, though then resisting the urge of battle becomes increasingly harder. Regardless, opponents on the battlefield will be unsettled when they see the savage elements of the berserker's personality."
Advantages:
- 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 5, 10, and 19.
- At 11th level, gains Diehard.
- At 15th level, can use Power Attack once per day.
Disadvantages:
- May enter a Frenzy during combat.
- Cannot use missile weapons.
- Cannot use Defensive Stance.
- Cannot use Called Shot.
BERSERKER RAGE: While enraged, the berserker gains 10 temporary hit points and a +2 bonus to attack rolls, damage, and saves vs. death. He becomes immune to mind-affecting spells and abilities like charm, confusion, fear, feeblemind, hold, and sleep. However, he suffers a -2 penalty to AC and saves vs. breath and 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 5th level, the berserker's fury engenders fear in his enemies. While enraged, any opponent within 15 feet must save vs. spell or suffer a -2 penalty to attack rolls.
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.
FRENZY: Each successful hit on an opponent has a 10% chance to make the berserker enter a frenzy. While frenzied, he fights with reckless abandon, blindly attacking anything perceived to be a foe. For 2 rounds, the berserker gains +2 bonus to hit and damage rolls and an additional attack per round, but suffers a -2 penalty to armor class and saves vs. breath.
While enraged, the chance to enter a frenzy is increased by 20% per hit.
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 per round when reduced below 50% of his maximum hit points.
At 17th level, the berserker can scorn death while frenzied. As long as the frenzy continues berserker's hit points cannot be lowered below 1.
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.
Notes:
I've considered this kit a sort of half fighter - half barbarian, but most importantly I based its main concept upon PnP Frenzied Berserker.
- Berserker's Rage is the least changed of the two rages, but it now perform 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 Barbarian's Rage this one still offer 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, isn't it?
- Fast Healing 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 actually been a Barbarian kit imo, I'm tempted to just give him damage resistance if feedback on Berserker's regeneration will be negative.
Kensai
"Kensai is the original Kara-Turian name of what most people in Faerun would call, a Weapon Master. These fighters are trained in an ancient school of martial fighting which uses an esoteric force known as ki to increase the lethality in combat. A Weapon Master's goal is to unite his weapon with his body, and be able to use it without conscious effort as naturally as he would use any other limb. For such a fighter, the perfection of ki is found in the complete mastery of body, mind, weapon, and will.
Weapons Masters are often held in high regard, especially in Kara-Tur, where they are known as Kensai - 'sword saints' - but are similarly revered among the moon elves of Evereska. These warriors are devoted to refine their skills and their mind following strict and severe trainings, and are often incredibly disciplined as a result. Thus the path of the Weapon Master is not suited to characters of chaotic nature.
When wielding their favored weapons Weapon Masters exhibit an uncanny amount of control and finesse, striking with more accuracy blows that are more lethal than those of any other warrior. They are deadly and fast, and are trained to fight without encumbrance, as they consider armor the crutch of the martially unskilled."
Advantages:
- At 1st level, can use Ki Strike 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 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 5th level, gains a +2 bonus to weapon speed factor.
- At 15th level, can use Deathblow once per day.
Disadvantages:
- Cannot wear armor, gauntlets, or helmets, nor use shields.
- Cannot use missile weapons.
- Cannot use Offensive Stance.
- Cannot use Called Shot.
KI STRIKE: With this ability, the Kensai focuses her ki for a short time, allowing her to deal maximum damage on each hit for 1 round.
At 10th level, the effects of Ki Strike last for one and a half round.
At 19th level, the effects of Ki Strike last for two rounds.
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.
Notes:
My main sources of inspiration for this kit are Pathfinder's Kensai (ironically it's pretty much BG's infamous "kensage" dual combo) and Weapon Master.
- 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?). For future versions of KR I'd like to refine and/or expand it, while for now it pretty much works as per vanilla (it lasted 9 seconds, while mine starts with 6 seconds but at higher lvls lasts up to 18 seconds).
- vanilla's +2 AC has been changed to work only against melee attacks, but now it slightly improves at higher levels.
Wizard Slayer
"Magic is evil. Magic tempts. Magic corrupts. Wizard Slayers believe that mortals are too irresponsible to wield magic, and thus train their body and their mind to fight those foolish users. Wizard Slayers can take up any standard or philosophy, though they tend more toward chaos than law. Evil Wizard Slayers hunt down and kill the most powerful users of magic that they can find, as if to demonstrate the ultimate weakness of the wizard and the sorcerer. Good Wizard Slayers commit themselves to expunging evil sorcery from their world, but they too see themselves as examples of how mundane strength can conquer foul enchantments.
Though Wizard Slayers are well aware of the dangers of magic and won't succumb to its siren call of power, some eventually learn to tolerate their companions' magic. A few claim that they are leading by example; others rationalize that only by consorting with lesser villains they can defeat greater ones; only a handful accept that in the right hands magic can even be used to good ends.
Wizard Slayers are excellent fighters, but they sacrifice extensive martial trainings preferring to dedicate themselves to anti-magic skills. These warriors become innately resistant to magic, and develop abilities which allow them to withstand, hamper, and slain any spellcaster who dares to cross their path."
Advantages:
- 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. At 10th and 19th level, the wizard slayer gains an additional use 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.
Disadvantages:
- Cannot wear medium or heavy armor, nor use large or medium 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 50% 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.
Notes:
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, 10 June 2013 - 02:12 PM.















