UPDATE 09.03.2017:
Uploaded new version of the Storm Caller kit, old version was missing a file that was needed for vanilla BG:EE/SoD installations.
UPDATE 08.02.2017:
So I decided to start working on some more shaman kits.
The current plan is to “pre-release” the kits in this thread for feedback/testing and then release the whole kit pack once they are all ready.
The Far Realm Seer Kit which I teased/pre-released before is on the back burner for now since I accidentally deleted my latest version and right now I'm not really inspired to pick it up again anyway.
Instead I've completed another kit; The Storm Caller.
I consider the kit pretty much release ready barring any bugs/typos/balancing concerns.
STORM CALLER Shaman Kit:
[spoiler]
STORM CALLER: Unlike other shamans the Storm Caller focuses his attention on harnessing and mastering the powers of the storm. With their ability to conjure up terrible storms and call down lightning on their opponents these shamans make powerful foes and allies even though they are less versed in the ways of the spirit world than others of their kind.
CLASS FEATURES:
– May only wear leather, studded leather, and hide armor.
– May not equip shields larger than bucklers.
– May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow.
– May only become Proficient (one slot) in any weapon class.
– May only become Proficient (one slot) in any fighting style.
– May cast druidic spells.
– Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization.
– Does not gain immediate access to the following number of Shaman-specific spells: Spirit Ward, Spiritual Clarity, Spirit Fire, Recall Spirit, Spiritual Lock, and Ether Gate.
– Gains immediate access to the following Shaman-specific spell, which can be cast like any other: Writhing Fog.
– Gains use of the Detect Illusion skill with 20% points as a base and an 4 points per level, up to a maximum of 100% at level 20.
– A Storm Caller's 'Shamanic Dance' does not summon spirits but instead calls down lightning strikes from the elemental plane of air on his opponents.
SHAMANIC DANCE: Storm Callers can summon lightning storms from the elemental plane of air by performing a ritualistic dance. While dancing, the Shaman takes a -4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity. Each round while the Storm Caller dances, opponents within a 30' radius have a 12% base chance plus 2% for each level of the Shaman to be struck by lightning, up to a maximum of 50% at level 20. The lightning strikes become more powerful as the Shaman gains additional levels:
Level 1: 2d6 electrical damage
Level 6: 4d6 electrical damage
Level 12: 6d6 electrical damage
Level 18: 8d6 electrical damage
Level 24: 10d6 electrical damage
– Gains 'Storm Aura' as a special ability at level 12.
STORM AURA: Once a Storm Caller has become powerful enough he can conjure up a small storm on the spirit plane which follows him around and occasionally strikes out against the Shaman's opponents on the material plane. While Storm Aura is active opponents within a 30' radius have a 5% chance each round to be struck by lightning and take 10d6 electrical damage.
– Can not be of lawful alignment.
– Does not gain bonus spells per day from high Wisdom.
– May not dual-class or multi-class.
– Ineligible for any stronghold. (This affects only the Shadows of Amn campaign in Baldur's Gate II: Enhanced Edition.)
– Hit Dice: d8
The kit comes with two unique HLAs (Lightning Master: +10% Elect. Resistance +5%Elect. Dmg, can be picked 5 times. Improved Storm Aura: Hit chance increased to 20%.) which replace Globe of Blades and Aura of Flaming Death. The other HLAs are the vanilla shaman ones.
[/spoiler]
Old post concerning FRS Kit:
[spoiler]
Hey there, I'm planning on releasing a little shaman kit mod or rather a mod package containing a shaman kit, several shaman items (for BGEE & BG2EE) as well as a simple shaman script á la aTweaks' Simple Class scripts.
I originally made the kit for personal use only but since there is little shaman content out there yet I figured I could as well make it into a real mod.
I might or might not add more shaman kits in the future.
The kit is done but I still have to finish up the items and the script. For now I'm looking for some feedback on the kit before release. Writing isn't my strong suit and I'm not a native speaker so I would appreciate some proof reading as well.
The 'Far Realm Seer' kit is inspired by C'thulhu/Great Old Ones.
Full kit description:
Far Realm Seer: The Far Realm is a plane of madness situated very far from the planes of the standard cosmology. This maddening realm has many alien and twisted inhabitants, some even as powerful as deities.
Some shamans have a mythical connection that transcends the spirit world and allows them to extend their sight into the far corners of the cosmos. Of those that manage to retain their sanity a select few decide to embrace the maddening realm and harness its power for themselves.
CLASS FEATURES:
May only wear leather, studded leather, and hide armor.
May not equip shields larger than bucklers.
May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow.
May only become Proficient (one slot) in any weapon class.
May only become Proficient (one slot) in any fighting style.
May cast druidic spells.
Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization.
Gains immediate access to a number of Shaman-specific spells, which can be cast like any other: Spirit Ward, Writhing Fog, Spiritual Clarity, Spirit Fire, Recall Spirit, Spiritual Lock, and Ether Gate.
Gains use of the Detect Illusion skill with 20% points as a base and an 4 points per level, up to a maximum of 100% at level 20.
Gains the 'Far Realm Exposure' trait.
May use 'Shamanic Dance' at will.
FAR REALM EXPOSURE: There is little that would instill more fear than the maddening terrors of the Far Realm. Constant exposure to those condition has left the Far Realm Seer immune to fear and moral failure. Yet, their sight of the Far Realm is still a constant strain on the mind, leaving them with a -2 penalty to saves vs. enchantment spells.
SHAMANIC DANCE: Far Realm Seers can pierce the veil between the Prime Material Plane and the Far Realm and thereby summon entities from the Far Realm to assist them in combat. While dancing, the Far Realm Seer takes a -4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity. Each round while the Far Realm Seer dances, there is a 35% base chance plus 2% for each level of the Shaman that an entity will answer the call, up to a maximum of 75% at level 20. Any summoned beings will disappear if the Shaman moves, stops dancing, or if the beings leave visual range. The entities grow in power as the Far Realm Seer gains additional levels:
Level 1: Weak manifestations, up to 2 manifestations at the same time.
Level 6: Lesser manifestations, up to 3 manifestations at the same time.
Level 12: Average manifestations, up to 4 entities at the same time.
Level 18: Strong manifestations, up to 5 entities at the same time.
The type of manifestation is randomly determined from all the manifestations available at the Far Realm Seer's level.
Does not gain bonus spells per day from high Wisdom.
Can not be of good or lawful alignment.
May not dual-class or multi-class.
Ineligible for any stronghold. (This affects only the Shadows of Amn campaign in Baldur's Gate II: Enhanced Edition.)
Hit Dice: d8
Some notes: The "entities" summoned all use the awesome new Neothelid animation. The weaker ones are more transparent. The more the shaman can pierce the veil the stronger the entities get, becoming more "real".
Those summons are a bit stronger than the vanilla shaman ones, making the kit also somewhat stronger in the process. So far I've only played about half of BG1 with the kit and while it felt strong I don't think it is broken or anything.
[/spoiler]