1. SPS Accounts:
    Do you find yourself coming back time after time? Do you appreciate the ongoing hard work to keep this community focused and successful in its mission? Please consider supporting us by upgrading to an SPS Account. Besides the warm and fuzzy feeling that comes from supporting a good cause, you'll also get a significant number of ever-expanding perks and benefits on the site and the forums. Click here to find out more.
    Dismiss Notice
Dismiss Notice
You are currently viewing Boards o' Magick as a guest, but you can register an account here. Registration is fast, easy and free. Once registered you will have access to search the forums, create and respond to threads, PM other members, upload screenshots and access many other features unavailable to guests.

BoM cultivates a friendly and welcoming atmosphere. We have been aiming for quality over quantity with our forums from their inception, and believe that this distinction is truly tangible and valued by our members. We'd love to have you join us today!

(If you have any problems with the registration process or your account login, please contact us. If you've forgotten your username or password, click here.)

Jedi & Sith Kits V1.0 (Experience Star Wars' classes in BG)

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Tal Rasha, Mar 6, 2007.

  1. Tal Rasha

    Tal Rasha Eye of Vecna

    Joined:
    Aug 9, 2005
    Messages:
    168
    Likes Received:
    1
    [​IMG] ----------------
    I. About
    ----------------
    This mod will introduce two fighter kits Jedi and Sith, who are from Star Wars, into your game. They will give you a new fantastic adventure experience. This mod requires ToB installed.


    ----------------
    II. Kits Description
    ----------------
    ******Jedi Kit****
    The Jedi are well known for their talent in manipulating The Force. Their Force powers can penetrate magic resistance. The Jedi are good at fighting with lightsabers, but can not fight in armors.

    Advantages:
    -Gain Jedi gears automatically.
    -Immune to fear at 4th level, immune to disease at 8th level, immune to control at 12th level, immune to confusion at 16th level, immune to level drain at 21st level.
    -Gain +1 AC bonus every 6 levels starting at 1st level.
    -Gain one Force point every 3 levels starting at 1st level.(One Force point can use any of your learned Force powers once.)
    -Learn a new Force power every 2 levels starting at 1st level and ending at 19th level.
    -Learn a new lightsaber form every 3 levels starting at 1st level and ending at 19th level.(You can use your lightsaber to change the forms at will.)
    -Can learn new HLAs.

    Disadvantages:
    -Can not use any armor and headgear in the game.
    -Can not use any missile weapon.
    -Can only gain 2 stars at bastard sword, two-handed great sword, short sword. Can only gain 1 star at katana, scimitar, dagger. Can not gain any star at non-bladed weapon. Can only gain 2 stars at two weapon style.
    -Can not learn the following fighter HLAs: Greater Whirlwind Attack, Power Attack, Critical Strike, Smite, Hardiness, War Cry. And can only learn the other figher HLAs no more than 5 times.
    -Can not be dual-class.

    ******Sith Kit****
    The Sith are much like the Jedi, except for they believe in the dark side of The Force while the Jedi believe in the light side of The Force.

    Advantages:
    -Gain Sith gears automatically.
    -Immune to fear at 4th level, immune to poison at 8th level, immune to charm at 12th level, immune to confusion at 16th level, immune to death magic at 21st level.
    -Gain +1 AC bonus every 6 levels starting at 1st level.
    -Gain one Force point every 3 levels starting at 1st level.(One Force point can use any of your learned Force powers once.)
    -Learn a new Force power every 2 levels starting at 1st level and ending at 19th level.
    -Learn a new lightsaber form every 3 levels starting at 1st level and ending at 19th level.(You can use your lightsaber to change the forms at will.)
    -Can learn new HLAs.

    Disadvantages:
    -Can not use any armor and headgear in the game.
    -Can not use any missile weapon.
    -Can only gain 2 stars at bastard sword, two-handed great sword, short sword. Can only gain 1 star at katana, scimitar, dagger. Can not gain any star at non-bladed weapon. Can only gain 2 stars at two weapon style.
    -Can not learn the following fighter HLAs: Greater Whirlwind Attack, Power Attack, Critical Strike, Smite, Hardiness, War Cry. And can only learn the other figher HLAs no more than 5 times.
    -Can not be dual-class.

    *****p.s.*****
    1> Only human, half elf, elf, gnome can select the two kits.
    2> A Jedi has five ranks: Initiate, Padawan, Jedi Knight, Jedi Master, Jedi Grand Master. A Sith also has five ranks: Minion, Acolyte, Sith Warrior, Sith Lord, Sith Dark Lord.
    3> Your alignment will change according to your reputation. If the reputation of your Jedi is too low, he/she will become a Fallen Jedi. If he/she continues to decrease his/her reputation, he/she will become a Sith. If the reputation of your Sith is too high, he/she will become a Exiled Sith. If he/she continues to increase his/her reputation, he/she will become a Jedi.


    ----------------
    III. Installation
    ----------------
    1> Install the last official patch, if you haven't yet.
    2> Copy the folder "Jedi&Sith", the setup files "Setup-Jedi&Sith.exe" and "Setup-Jedi&Sith.tp2" into your BG2 game directory.
    3> Run "Setup-Jedi&Sith.exe".

    -------------------------------------------------
    Dowload it HERE right now.

    May the Force be with you!
     
  2. Silverstar Gems: 31/31
    Latest gem: Rogue Stone


    Veteran

    Joined:
    Mar 30, 2005
    Messages:
    4,050
    Likes Received:
    17
    Gender:
    Male
    Very curious about that force things and new HLAs. I am not sure if it fits the BG universe perfectly but it sure sounds interesting! Thank you Tal Rasha!
     
  3. Anjo Gems: 6/31
    Latest gem: Jasper


    Joined:
    Aug 28, 2005
    Messages:
    153
    Likes Received:
    0
    I agree with Silverstar, totally. I love Star Wars and BG but mixing them together....

    Who I am to say? Somebody will think it's great idea and will love it. And it is good to have some variety at mods. Besides it seems like Tal Rasha has put some time in this, so why not?
     
  4. Trellheim Gems: 22/31
    Latest gem: Sphene


    Joined:
    Jun 27, 2006
    Messages:
    1,469
    Media:
    5
    Likes Received:
    23
    Thank you, I was hoping someone would make a Jedi kit!

    *Puts Darth Vader Mask of Geekness +12 on* Actually the Jedi let the Force guide them, so they more accurately obey, the Sith manipulate it, twisting it for their personal gain.
     
  5. kuemper Gems: 31/31
    Latest gem: Rogue Stone


    Joined:
    Jun 19, 2005
    Messages:
    8,926
    Likes Received:
    8
    What are the Force powers you can use? Are Force points like weapon proficiencies?
     
  6. Caradhras

    Caradhras I may be bad... but I feel gooood! Veteran

    Joined:
    Aug 13, 2004
    Messages:
    4,111
    Media:
    99
    Likes Received:
    104
    Gender:
    Male
    Interesting, weird but very interesting, could we have some details about Jedi (and Sith) powers? :tie:
     
  7. Tal Rasha

    Tal Rasha Eye of Vecna

    Joined:
    Aug 9, 2005
    Messages:
    168
    Likes Received:
    1
    Of course. Here are they:

    @82=~Lightsaber Forms & Force Powers

    This is an excellent book for a Force user. This book records the seven forms of lightsaber combat and fourteen kinds of the Force powers.

    ** Lightsaber Forms **
    --Determination(Form I): +1 AC bonus, +1 thac0 bonus
    --Contention(Form II): -4 AC penalty vs missile, +2 thac0 bonus, +2 damage, +1 saving throws bonus
    --Resilience(Form III): +1 AC bonus, +4 AC bonus vs missile, -1 luck
    --Aggression(Form IV): +1 AC bonus, -4 AC penalty vs missile, +1 luck
    --Perseverance(Form V): -2 AC penalty, +4 AC bonus vs missile, +1 luck
    --Balance(Form VI): Normal State
    --Ferocity(Form VII): -3 AC penalty, -2 saving throws penalty, +3 luck, +1 attack number

    ** Force Powers **
    Universal Powers:
    --Force Sight: Dispel enemy illusion spells each round for 10 rounds.
    --Force Shield: Make the caster immune to dispel magic, and also protected from magic attack spell once. This lasts 10 rounds + 5 rounds / 5 levels(until 21st level).
    --Force Breach: Breach and dispel all of the specific and combat protections on the target creature.
    --Energy Resistance: Confer the caster 50% (75% at 16th level, 100% at 21st level) resistance against all energy attacks for 10 rounds.
    --Force Barrier: Confer the caster 40% (50% at 16th level, 60% at 21st level) resistance against all physical attacks for 5 rounds.
    --Battle Meditation: Confer +2 bonus of AC, thac0, damage, saving throws and 1 hp per second regeneration to all ally creatures for 10 rounds.

    Light Side Powers:
    --Heal: Heal ally creatures 2d8 +1/level(until 20th level) hps. The area of effect is 30 foot radius.
    --Haste: Make ally creatures hasted for 10 rounds + 5 rounds / 5 levels(until 21st level). The area of effect is 40 foot radius.
    --Force Wave: Push away the enemies and cause 1d6 (2d6 at 20th level, 3d6 at 25th level) crushing damage with no save. The victims must make a save vs spell with -2 (-3 at 20th level, -4 at 25th level) penalty, or will be knocked unconscious for 5 rounds. The area of effect is 40 foot radius.
    --Time Evade: Evade from time flow for 2 rounds.

    Dark Side Powers:
    --Drain: Drain the victim 2d8 +1/level(until 20th level) hps with no save.
    --Slow: Make the enemies slowed for 5 rounds, if the victims fail a save vs spell with -1 (-2 at 6th level, -3 at 11th level, -4 at 16th level) penalty. The area of effect is 40 foot radius.
    --Force Lightning: Cause 6d6 (8d6 at 20th level, 10d6 at 25th level) electric damage to the enemies and stun the victms 3 rounds. But if the victms successfully make a save vs spell (with -1 penalty at 20th level, -2 penalty at 25th level), they will only suffer half of the damage and won't be stunned.
    --Time Slow: Slow time flow for 2 rounds.

    May the Force be with you!

    ~

    HLAs:
    @29=~Force Defensing~
    @30=~Force Defensing(Non-Evil Only)

    The Force around you permanently gives you +1 AC bonus. You can only take this ability thrice.~

    @31=~Force Arming~
    @32=~Force Arming(Non-Good Only)

    The Force within you permanently gives you +1 thac0 bonus and +1 damage bonus. You can only take this ability thrice.~

    @33=~Force Connection~
    @34=~Force Connection(Non-Evil Only)

    You build up a strong connection with the Force, which can absorb part of the physical damage you suffered. The connection permanently gives you +5% physical resistance. You can only take this ability thrice.~

    @35=~Force Injection~
    @36=~Force Injection(Non-Good Only)

    You feed upon the Force, which makes you much tougher to survive. This ability permanently gives you +15 hit points. You can only take this ability thrice.~

    @37=~Force Agility~
    @38=~Force Agility(Non-Evil Only)

    This ability permanently makes you walk 50% faster than normal person. You can only take this ability once.~

    @39=~Force Constitution~
    @40=~Force Constitution(Non-Good Only)

    This ability permanently makes you regenerate one hp every two seconds. You can only take this ability once.~
     
  8. Von'Meyer Gems: 3/31
    Latest gem: Lynx Eye


    Joined:
    Sep 28, 2005
    Messages:
    72
    Likes Received:
    0
    Oh, sweet! Long live the Empire and all that!

    Some questions if you please:

    1. What mega-mods is this compatable with? I'm running BGT+TDD. Will this work with them?

    2. Can you gain additional Force Points through the completion of quests? If not, them how are you too take advantage of these classes with so few FP? Do you rest to regain them?

    3. Do you get a lightsaber to start and what kind of damage does it do?

    Wow! This is great. I always wanted to try a jedi.
     
  9. Tal Rasha

    Tal Rasha Eye of Vecna

    Joined:
    Aug 9, 2005
    Messages:
    168
    Likes Received:
    1
    @Von'Meyer
    1. This is only a kit mod, it should be compatable with any other mods, as long as there are at least two empty slots for kits of fighter class.

    2. You can not gain additional Force Point by quest, but you can gain additional Force Point by selecting the "Boost Force Point" HLA. And you do rest to regain them.

    3. You will start with a book, a Force Stone, a robe, a lightsaber and a short lightsaber. The robe and lightsabers are dependent on your level. The lightsaber is a weapon which deals pure energy damge 2d12+x(The x is dependent on your level), but the short one can only deal 2d8+x damage. However, the lightsabers do not gain any bonus from your strength.
     
  10. Harbourboy

    Harbourboy Take thy form from off my door! Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

    Joined:
    May 29, 2003
    Messages:
    13,354
    Likes Received:
    99
    Fascinating!
     
  11. Goli Ironhead Gems: 16/31
    Latest gem: Shandon


    Joined:
    Dec 31, 2004
    Messages:
    859
    Likes Received:
    1
    Well, that is certainly nice. Not at all overpowered (sure, the Lightsaber may have big damage, but it still isn't overpowered.)
     
  12. T2Bruno

    T2Bruno The only source of knowledge is experience Distinguished Member ★ SPS Account Holder Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

    Joined:
    Nov 12, 2004
    Messages:
    9,776
    Media:
    15
    Likes Received:
    440
    Gender:
    Male
    Not overpowered?!?! Did you read through the list of force powers? I would say 2d12 plus level damage IS a bit overpowered (there is certainly no need for level damage).
     
  13. Decados

    Decados The Chosen One

    Joined:
    Jul 13, 2006
    Messages:
    2,428
    Media:
    4
    Likes Received:
    18
    T2Bruno is right there- 2d12 + level damage is a lot. However, this may well be balanced by the rest of the kit. I think I may give this a shot for fun.

    Do you still get the to-hit bonus from strength, or does strength have no effect at all?
     
  14. Von'Meyer Gems: 3/31
    Latest gem: Lynx Eye


    Joined:
    Sep 28, 2005
    Messages:
    72
    Likes Received:
    0
    Wow, that's a lot of damage. In d20 Star Wars PnP, a base lightsaber is a 2d8+Str Mod weapon. It's damage does increase, but not that quickly. A 20th level Jedi Guardian is typically wielding a 5d8+ Str Mod lightsaber while a Jedi Consular is typically wielding a 4d8 lightsaber.

    Also, in that system, all classes gain a certain Def Bonus based on level. This is because armor does not add to AC, but rather merely adds a small amount of damage reduction at the cost of max Dex bonus. I think the reduction is capped at DR 10\-. Oh, and lightsabers ignore most damage reductions. So, the robes aren't a bad deal.

    Do jedi automatically gain proficiency in lightsabers, or are lightsabers classified as an existing weapon type (say bastard swords)?
     
  15. Tal Rasha

    Tal Rasha Eye of Vecna

    Joined:
    Aug 9, 2005
    Messages:
    168
    Likes Received:
    1
    No, no, you misunderstood me. 2d12+x works like this: At 1st level you gain a 2d12 lightsaber. At 6th level when you become a Padawan, you gain a 2d12+1 lightsaber. At 11th level when you become a Jedi Knight, you gain a 2d12+2 lightsaber. At 16th level when you become a Jedi Master, you gain a 2d12+3 lightsaber. At 21th level when you become a Jedi Grand Master, you gain a 2d12+4 lightsaber. That's all. I think this would not be overpowered.
     
  16. Caradhras

    Caradhras I may be bad... but I feel gooood! Veteran

    Joined:
    Aug 13, 2004
    Messages:
    4,111
    Media:
    99
    Likes Received:
    104
    Gender:
    Male
    The fact that you don't get a STR bonus makes a lot of sense.

    Eventhough 2d12 at the start of the game is a lot but if you compare it to a greatsword with STR 18/00 (or 19 with the belt from Ribald's shop) it's not too uber.

    Looks like a very nice kit I just don't feel comfortable having a jedi in the Forgotten Realms. ;)
     
  17. Von'Meyer Gems: 3/31
    Latest gem: Lynx Eye


    Joined:
    Sep 28, 2005
    Messages:
    72
    Likes Received:
    0
    Ok, that damage looks a great deal better than what I was thinking. I could imagine a weapon dealing 2d12+42 damage! Damn! Very little could stand up to more than 4 or so rounds of hits.

    I very much like the idea of jedi and sith in BG. I've tried playing one a few times, you know, just role playing. I akin paladins, clerics and monks to jedi, but a kinsai is the closest without Force powers.

    This kit sounds like a lot of fun. Maybe I do have a reason to try BGT again. And actually finish this time!
     
  18. shadow lurker Gems: 17/31
    Latest gem: Star Diopside


    Joined:
    Oct 12, 2005
    Messages:
    987
    Likes Received:
    0
    Oooh...sounds interesting...! :D I'll have to try this one (although I probably won't even know/remember to use half of their skills etc.)
     
  19. kilolima Gems: 1/31
    Latest gem: Turquoise


    Joined:
    Mar 10, 2007
    Messages:
    4
    Likes Received:
    0
    Wow! This is a great kit.

    I had been working on a lightsaber item creation mod- find a few random techno-pieces in the game and then assemble them into a lightsaber. I was thinking of having the lightsaber improve by level, and also adding a special jedi item that would give jedi resistances and also improve by level, but this kit is a much better implementation.


    What do you think of the idea of making the player character assemble their lightsaber instead of just giving them one? It could also improve based on finding additional components.

    I was thinking of using some of these components:

    Energy cells misc4e (Irenicus dungeon)

    flail head (electric) blun30b

    Hilt of the Equalizer sw1h54a (Underdark)

    Light Gem misc9r (Underdark)

    Mekrath's Mirror misc6h (Temple district)

    Great kit. Going to give it a try!

    kilolima
     
  20. Tal Rasha

    Tal Rasha Eye of Vecna

    Joined:
    Aug 9, 2005
    Messages:
    168
    Likes Received:
    1
    Your idea is very cool. But there is a problem. To implement the idea, you will have to modify some area files or creature files which will possibly be overwritten by other mods. This will reduce the compatiblity of the kits, if the kits implement it.

    However you can create a new independent mod for lightsaber constructing. And when you have done it, don't forget to share your mod with us. :)
     
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Sorcerers.net is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to products on amazon.com, amazon.ca and amazon.co.uk. Amazon and the Amazon logo are trademarks of Amazon.com, Inc. or its affiliates.