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


Tal Rasha
Tue, 6th Mar '07, 11:29am
----------------
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 (http://www.sorcerers.net/Games/dl.php?s=BG2&f=BG2/Jedi_and_Sith.rar) right now.

May the Force be with you!

Silverstar
Tue, 6th Mar '07, 3:33pm
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!

Anjo
Tue, 6th Mar '07, 5:18pm
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?

Trellheim
Tue, 6th Mar '07, 5:29pm
Thank you, I was hoping someone would make a Jedi kit!

The Jedi are well known for their talent in manipulating The Force.*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.

kuemper
Tue, 6th Mar '07, 7:02pm
What are the Force powers you can use? Are Force points like weapon proficiencies?

Caradhras
Tue, 6th Mar '07, 8:09pm
Interesting, weird but very interesting, could we have some details about Jedi (and Sith) powers? :tie:

Tal Rasha
Wed, 7th Mar '07, 1:12am
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.~

Von'Meyer
Wed, 7th Mar '07, 6:53am
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.

Tal Rasha
Wed, 7th Mar '07, 1:21pm
@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.

Harbourboy
Wed, 7th Mar '07, 4:38pm
Fascinating!

Goli Ironhead
Wed, 7th Mar '07, 4:57pm
Well, that is certainly nice. Not at all overpowered (sure, the Lightsaber may have big damage, but it still isn't overpowered.)

T2Bruno
Wed, 7th Mar '07, 6:01pm
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).

Decados
Wed, 7th Mar '07, 6:13pm
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?

Von'Meyer
Wed, 7th Mar '07, 6:40pm
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)?

Tal Rasha
Thu, 8th Mar '07, 1:14am
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.

Caradhras
Thu, 8th Mar '07, 11:01am
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. ;)

Von'Meyer
Fri, 9th Mar '07, 6:34pm
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!

shadow lurker
Sat, 10th Mar '07, 1:47pm
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.)

kilolima
Mon, 12th Mar '07, 9:17am
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

Tal Rasha
Mon, 12th Mar '07, 12:49pm
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. :)

The Magpie
Mon, 12th Mar '07, 5:57pm
Well, I'm definitely downloading this, incongruity be damned! :smash: :thumb:

One thing: where's the Vader-esque Force choke? Otherwise, good job. Looks a very interesting kit and not too overpowered.

Tal Rasha
Tue, 13th Mar '07, 1:19am
That is a cool power, but I think it's hard to implement. How can I make the PC grip a target's neck and lift the target off from the ground?

Anyway, I'm glad you enjoy my mod.

kilolima
Tue, 13th Mar '07, 10:35am
Hi Tal Rasha,

thanks for your comments.

I had a few questions for you, if you don't mind, on modding lightsabers:

1. I like your idea of no strength bonus and using magic damage. Do you think this would produce an overpowered weapon:

5% chance each hit that the target must make a saving throw vs. death (-2 penalty) or die.

2d4 Magic (5% chance +2d4 extra magical damage)
2d4 Electrical (5% chance +2d4 extra electrical damage)
THAC0: +2
Speed: 6
Proficiency Type: Two Handed sword

It would be set to increase in abilities (+% kill and extra damage plus larger die roll, 2d5,2d6,etc) for every million experience and with the combination of some other items.

2. I found the Play Sound effect for items in NI, what do you think about adding lightsaber sound effects?

3. Do you know how the Increase Criticals effect works as far as adding it in Near Infinity?

4. You really should include the phrase:

"An elegant weapon for a more civilized time"

somewhere in your mod. :)

I put up my proposed mod at:

http://forums.blackwyrmlair.net/index.php?showtopic=2591

but that forum seems pretty dead.

Cheers,

kilolima

Tal Rasha
Tue, 13th Mar '07, 2:00pm
1. If it has no strength bonus, it will not be overpowered. The Silver Sword has a 25% chance of vorpal hit, so I think the "Kill Target" effect of your lightsaber should be of no more than 20% chance.

2. The magic damage sound will cover up other sound effects, you will hardly hear them.

3. In fact, I don't know a way. I used "Luck Bonus" effect instead.

4. :)

Razfallow
Tue, 13th Mar '07, 2:47pm
3. Use this effect: (0x12d) Stat: Critical Hit Modifier [301] (It's named "Die Roll" in NI, if I remember).

Tal Rasha
Tue, 13th Mar '07, 3:49pm
I had tried it, but it didn't work. Weird.

Sikret
Tue, 13th Mar '07, 4:21pm
The effect has been used in Riskbreaker kit for a long time and it works fine. You may have made a mistake in implementing it in your kit.

Razfallow
Tue, 13th Mar '07, 4:57pm
The number in parameter "Roll number" increases die roll range for critical strikes (i.e. with 1 in "Roll number" you'll score critical hit on die roll 19-20).
See SPCL905.spl (Critical Strike) for better understanding how it works.

Tal Rasha
Wed, 14th Mar '07, 1:03am
Thanks you two. I will try it again.

Goli Ironhead
Wed, 14th Mar '07, 9:31am
Tal Rasha, about the Force Choke. You could do it so that both enemy and the Jedi are immobilised for, say, ten rounds, and the damage would be higher with every succesive turn of choking. Any kind of damage to to the jedi would break the choke and the target could attempt a saving throw at some point.

I don't know how much of that can be done with the engine, but at least immobilising and the damage are doable.

Tal Rasha
Wed, 14th Mar '07, 10:13am
Not a bad idea, though it is lack of some likeness.
I will think about that.

kilolima
Thu, 15th Mar '07, 2:19am
Hey guys,

Thanks for the info on adding critical hits, it worked perfectly.

I'm having issues adding +AC and electrical resistance bonues for my lightsabers. Even when I copy effect valued from other items (such as rings of protection or items that give electrical bonuses), I'm not noticing any bonus in place when I equip my character with the sword. Shouldn't the new AC be visible on the character inventory screen? And shouldn't the electrical resistance be visible on the character info sheet? It's not.

Any suggestions?

Cheers

kilolima

Tal Rasha
Thu, 15th Mar '07, 5:17am
Where did you copy your effects to? They woundn't work if you copied them into the weapon ability.
The equip effects should be outside the weapon ability.

kilolima
Thu, 15th Mar '07, 6:44pm
Hey Tal Rasha,

thanks for pointing that out, I had copied them into the melee field. It works great now.

I tried to add lightsaber effects sounds, but you were right, the magic damage sound plays over them. I also tried to add a 2-3 second delay to the sounds, and that kind of works, but not so well. Do you know how to find which effect sound is magic damage? Then I could just delete it from my installation.

Or is there a way to disable sound effects for an item? It would also be nice to overwrite the miss sounds as well.

I also thought about adding some random anti- magic abilities to the sword (both against wielder and target), since it is an advanced technological weapon, it should interfere with magic. This could actually be more fleshed out in a "Technologist" kit.

cheers,

kilolima

[ March 16, 2007, 06:13: Message edited by: kilolima ]

Enagonios
Mon, 11th Jun '07, 9:06am
this sounds awesome, I'm going to try it out now.

guguma
Mon, 9th Jul '07, 2:11am
Hello and good days,

Congratulations on your effort to create these kits Tal Rasha,

In my opinion it is totally weird and unfit to combine these universes but this is only my opinion do not get offended :) .

On a second thought though, it would be nice to watch Balthazar kicking jedis all over the place, I would really love such a video.

Good work and keep it up.