Okay, my interest in IWD/HOW/TOTL, has led me to pursue adding some 'Kits' into this game. It is not possible to add kits as they are done in bg2, but is is possible to implement them in other ways, namely: using guilds, that you must join, that give benefits the same as kits.
The first guild I created is for thieves (Single, multi or Dual). It is based off a popular organization for thieves, that appears in at least 2 forgotten realms books, and is undoubtably familiar to those of you who play PnP. I dont want to give away too on this guild, yet. But some benefits of joining include:
1.)Avoid Damage: usable once per day for every 6 levels, enhances the thief's ability to avoid damage from weapons, based on his new guilds enhanced training. + 3 damage points resistance against crushing, slashing, piercing, and missile damage. +2 bonus to all saving throws and rolls, for 1 turn. At level 16, this ability becomes stronger, +4 damage points resistance, and +3 to sv throws and rolls for 2 turns.
2.)Alchemy: Create Shadowed Potion: usable once per day for every 8 levels, allows the thief to use Alchemy to create potions he can use. (like potions of Invisiblity, etc KRNOTE: These potions are different from the ingame ones, and have little monetary value so creating many and selling them wont get you anywhere =) )
3.)(Special Ability given to cre on joining the guild) +1 Bonus Damage Bonus, when using thief weapons, for every 8 levels gained. (IE a short sword that does 1-6+2 damage would do 1-6+3 when used by this guild member at level 7. At level 8 it would do 1-6+4, level 16 1-6+5, etc.)
4.)Cloak of Thievery : usable once per day for every 8 levels, the same effects as the spell 'non-detection', that lasts for 8 hours.
5.)Innate Ability usable once per day for every 6 levels that allows you to conjure a special weapon that is given to all initiates of the order (I cant elaborate on this one without giving away too much about the organization).
Those are some of the benefits of joining the thief guild. Note that some of the benefits, you do not gain until you are a certain level. What I need now, is some suggestions for penalties that this guild would have.
My next guild doesnt have a name yet. I need a suggestion for that. Let me explain what it is: Its a guild for Gnomes only, that trains them to be combat engineers, it also gives specialization in Crossbows. So its kind of a Gnome Engineer/Marksman. The engineer has several abilities, such as creating special ammo for crossbows, I will list some of his abilities below:
1.)Specialization in Crossbow proficency gained on joining the guild.
2.)Create Bolts of Hammering. This special ability, usable once per day, for every 6 levels of the engineer, allows him to create 10 Bolts of Hammering (Regular crossbow bolt damage (1D8), the heavy heads on these bolts have a chance (15%) of stunning the target for 3 rounds.) for a crossbow.
3.)Build Mechanical Servant. This Special Ability usable once per day, for every 8 levels of the engineer allows the engineer to construct a golem-like being to aid the engineer.
4.)Alchemy: Create Explosive. This innate ability, usable once for every six levels of the engineer, allows him a 50% chance to create one type of either, an explosive potion, or a similar potion (like a potion of firebreath).
This guild also needs advice on penalties, and a name Suggestion. Currently its Gnome Engineer/Marksman. I will make more guilds, but I need suggestions, first.
Wizards Of Eregion Expansion Team Presents:
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]