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Improved Archer Kit as WeiDU mod for BG2, BG:EE, BG2:EE and IWD:EE

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Improved Archer Kit

A mod for BG2, BG:EE, BG2:EE and IWD:EE.

Website

Beamdog Forums    SHS Forums

Overview

The original Archer kit does not scale very well with progressing levels. While the kit is very strong in the early parts of the game, it becomes less useful compared to the other ranger kits later on. This mod attempts to rebalance the kit, so that low level archers don't outshine other classes, while high-level archers may still keep up with other ranger kits. The mod adjusts overall power of the Archer and adds a couple of useful skills and abilities to the kit.

Additional components provide you with Archer-like kits for figher, paladin and thief classes, or install a set of powerful bows and ammunition to the game.

Installation

This is a WeiDU mod, that means it is very easy to install. Simply unpack the zip archive into your game directory and run either "setup-A7#ImprovedArcher.exe" (on Windows) or "setup-A7#ImprovedArcher" (on Mac OS X). Follow the instructions and you are ready to start. It is strongly recommended to start a new game to enjoy all the benefits of the improved Archer kit.

Components

The mod includes two components:

1. Improved Archer Kit (requires BG2:ToB, BGT, BG:EE, BG:SoD, BG2:EE, EET or IWD:EE)

Improves the Archer kit by balancing stat progression and adding a couple of unique skills and abilities.

2. Add fighter kit: Marksman (requires BG2:ToB, BGT, BG:EE, BG:SoD, BG2:EE, EET or IWD:EE)

Adds the fighter kit "Marksman" to the game, based on the improvements of the Archer kit.

3. Add paladin kit: Bow Knight (requires BG2:ToB, BGT, BG:EE, BG:SoD, BG2:EE, EET or IWD:EE)

Adds the paladin kit "Bow Knight" to the game, based on the improvements of the Archer kit.

4. Add thief kit: Sharpshooter (requires BG2:ToB, BGT, BG:EE, BG:SoD, BG2:EE, EET or IWD:EE)

Adds the thief kit "Sharpshooter" to the game, based on the improvements of the Archer kit.

5. Add +4 arrows, bolts and two powerful bows to the game (requires BG2:ToB, BGT, BG2:EE or IWD:EE)

BG2, BGT, BG2:EE and EET: Adds +4 arrows and bolts to a number of stores and creatures in the ToB part of the game as well as to Watcher's Keep. Adds a powerful longbow somewhere to the third level of Watcher's Keep. Adds an even more powerful composite longbow to the outdoor area of Sendai's Enclave.

IWD:EE: Adds two powerful bows and a few +4 arrows and bolts to Conlan's shop in Kuldahar after reaching Chapter 4.

All components can be installed independently.

Kit Description

Ranger kit: Archer

The Archer is the epitome of skill with the bow-the ultimate marksman, able to make almost any shot, no matter 
how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of his proficiency with
melee weapons and armor.

Advantages:
- +1 bonus to hit and damage rolls with any missile weapon every 4 levels.
- +1 bonus to armor class vs. missile weapons every 6 levels.
- +5% chance to score a critical hit at levels 13 and 18.
- May achieve Grandmastery (5 slots) in longbows, shortbows, and crossbows.
- May use the Rooting Shot ability once per day every 4 levels, starting at level 4. Can not be used together
  with other shot abilities.
- May use the Power Shot ability once per day every 4 levels, starting at level 8. Can not be used together with
  other shot abilities.
- May use the Explosive Shot ability once per day every 4 levels, starting at level 8. Can not be used together
  with other shot abilities.
- May use the Conjure Elemental Ammunition ability once per day every 8 levels, starting at level 4.

ROOTING SHOT: All successful ranged attacks within the next 12 seconds will entangle the target, according to
              the level of the Archer:
 4th level: Target is entangled for three rounds if failed save vs. Spell.
 8th level: Target is entangled for three rounds if failed save vs. Spell at -1 penalty.
 12th level: Target is entangled for four rounds if failed save vs. Spell at -1 penalty.
 16th level: Target is entangled for four rounds if failed save vs. Spell at -2 penalty.
 20th level: Target is entangled for five rounds if failed save vs. Spell at -2 penalty.

POWER SHOT: All successful ranged attacks within the next 12 seconds have a chance to knock back the target,
            according to the level of the Archer:
 8th level: Knock back target if failed save vs. Breath.
 12th level: Knock back target if failed save vs. Breath at -1 penalty.
 16th level: Knock back target if failed save vs. Breath at -2 penalty.
 20th level: Knock back target if failed save vs. Breath at -3 penalty.

EXPLOSIVE SHOT: All successful ranged attacks within the next 12 seconds will explode on impact and cause
                physical damage to nearby targets in 15' range, according to the level of the Archer:
 8th level: 1d4 damage to nearby targets
 12th level: 1d4+2 damage to nearby targets
 16th level: 1d4+4 damage to nearby targets
 20th level: 1d4+6 damage to nearby targets
Caution: Damages enemies, allies and innocent bystanders alike.

CONJURE ELEMENTAL AMMUNITION: Conjure a specially prepared arrow or bolt blessed by the Archer's worshipped god
                              or goddess for 8 hours containing one score of charges. Number of charges doubles
                              at levels 8 and 16 respectively.
 4th level: +1 enchantment, +1 to hit rolls, additional 1d3 fire damage.
 8th level: +2 enchantment, +2 to hit rolls, additional 1d3 fire damage and 1d3 cold damage, entangle for two
            rounds vs. unnatural creatures if failed save vs. Spell.
 12th level: +2 enchantment, +2 to hit rolls, additional 1d3 fire damage, 1d3 cold damage and 1d3 acid damage,
             blindness for two rounds vs. unnatural creatures if failed save vs. Spell.
 16th level: +3 enchantment, +3 to hit rolls, additional 1d3 fire damage, 1d3 cold damage, 1d3 acid damage and
             1d3 electrical damage, slow for two rounds vs. unnatural creatures if failed save vs. Spell at
             -2 penalty.
 20th level: +4 enchantment, +4 to hit rolls, additional 1d3+2 fire damage, 1d3+2 cold damage, 1d3+2 acid damage
             and 1d3+2 electrical damage, slow and blindness for two rounds vs. unnatural creatures if failed
             save vs. Spell at -4 penalty.

SURE SHOT (HLA): High-level Archers have gained perfect control over their ranged weapon of choice which
                 allows them to point out and target vital areas of the opponent with frightening precision and
                 speed. By enabling this ability, the Archer takes up his stance and shoots missiles in rapid
                 succession. For the next 12 seconds this ability sets one's number of attacks per round to 10
                 and every shot is considered a critical hit. Since this technique requires utmost skill and
                 concentration, the Archer is rooted to the spot for the next two rounds. It can not be used
                 together with other shot abilities.

SET MISSILE TRAP (HLA): This ability allows the Archer to set a single powerful spring-loaded missile trap
                        in the chosen location when no hostile creatures are in sight. It does 3d10 missile
                        damage and each 1d10 damage of various elemental types to the unsuspecting creature
                        that sets it off.

Disadvantages:
- -1 CON penalty.
- May not wear any metal armor.
- May only become Proficient (one slot) with melee weapons.
- May not use the Charm Animal ability.

Fighter kit: Marksman

This kit provides the same characteristics as the Archer kit with the following differences:

  • Conjure Elemental Ammunition ability is replaced by Produce Reinforced Ammunition ability.
  • Set Missile Trap HLA not available.
  • May become Specialized (two slots) with melee weapons.
  • May only allocate one slot in any fighting style.

Paladin kit: Bow Knight

This kit provides the same characteristics as the Archer kit with the following differences:

  • Conjure Elemental Ammunition ability is replaced by Evoke Blessed Ammunition ability.
  • Explosive Shot ability not available.
  • Set Missile Trap HLA not available.
  • No bonus proficiencies for Darts.
  • May only become Proficient (one slot) with melee weapons.
  • May only allocate one slot in any fighting style.

Thief kit: Sharpshooter

This kit provides the same characteristics as the Archer kit with the following differences:

  • +1 bonus to hit and damage with missile weapons only every 5 levels.
  • +1 bonus to armor class vs. missile weapons only every 8 levels.
  • +5% chance to score a critical hit at level 18.
  • Conjure Elemental Ammunition ability is replaced by Craft Endowed Ammunition ability.
  • Power Shot ability not available.
  • Sure Shot HLA not available.
  • May only distribute 15 skill points per level among thieving skills.
  • May not use Backstab ability.

Longbow Descriptions

Great Sun-Reacher +3:

The elves of Evereska are known for their isolationism as much as their skill and bravery in battle.  One of
their most well known warriors in human lands was the incredibly accurate archer Bariah Goldendown. Though the
elves will neither confirm nor deny the legend, some human tales state that keen-eyed Bariah never missed a
target in battle.  His bow, crafted by his mother, was never given a name that was known outside of the family.
The humans that suffered under its power called it "Great Sun-Reacher," believing that Bariah's arrows could
reach into the heavens themselves.  In a battle that many Evereskans are bitter about to this day, Bariah's
griffon mount was killed in the sky by the spells of invisible wizards that ambushed an elven patrol.
Though only one mage escaped with his life, he did manage to take Great Sun-Reacher with him.

STATISTICS:

Charge abilities:
- Protection From Normal Missiles twice per day

Combat abilities:
- When no arrows are equipped, the bow fires +3 arrows that receive +4 to hit and deal 1d6 missile damage

THAC0: +4
Weight: 3
Speed Factor: 2
Proficiency Type: Long Bow
Type:  2-handed
Requires: 6 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief

The Defender +5:

Composite longbows are bows whose staves are made from more than one type of material. This gives greater
flexibility and makes arrows fired from this bow deliver more damage.
In addition to powerful enchantments, the materials used for this particular bow are of especially exquisite
quality. The bow's exceptionally durable frame can be used to deflect even the strongest blows and the
ergonomic design allows the user to shoot missiles in rapid succession.

STATISTICS:

Equipped abilities:
- +4 AC bonus against melee weapons
- 3 shots per round

THAC0: +6
Damage: +2 (missile)
Weight: 5
Speed Factor: 2
Proficiency Type: Long Bow
Type: 2-handed
Requires: 18 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief
 Bard