Updating other Baldur's Gate PC game concepts to 3.5 Realms (please read notes) [Archive] - Wizards Community

Post/Author/DateTimePost
Mad Mage

12-01-05, 12:14 AM
Notes:
1)I'm mostly doing this to satisfy my own creative curiosity AND help any players who may be interested in running a 3.5 Edition P&P adaptation of this game.

2) Since this covers more than one Forgotten Realms board concept, I thought it may fit best here. If otherwise, I will allow the WizOs to move this as they see fit.


Okay, with that taken care of: What would be the best directions to go with some concepts of the Baldur's Gate PC games? I was mostly thinking of:

1) High-Level Abilities: Two of these have been turned into feats: Whirlwind Attack and Power Attack. The thief/rogue and bard ability 'Use Any Item' is likely non-recoverable since any character can (at least by 3.X) standards equip just about anything with non-proficiency penalties being the most common disadvantages.

I noticed a couple of the Cleric and Wizard/Sorcerer spells are actual spells of relative level (9th) in 3.X, but that makes me think they existed in 2nd Edition in a form different from the PC games.

2) Class kits. I know this has been covered to some extent, but I'd thought I'd dig deeper into it. With my stat thread for the BG NPCs (which is in my sig), I decided that the Inquisitor kit was best matched by the Church Inquisitor for Complete Divine. For the Stalker, I thought that a Ranger/Rogue/Occult Slayer* would work. I suppose Wizard Slayer could possibly be a Fighter/OS, or a Fighter/Forsaker (which I - unfortunately - cannot find stats for aside from Masters of the Wild).

There are some I am at a loss for, particularly the Cavalier & Undead Hunter (Paladin kits), Bounty Hunter, and all 3 Druid kits. The Wild Mage is beyond me, especially since the PrC of the same name from Complete Arcane does not match the kit from the game.


So, what do you all say?

* = Complete Warrior
Mad Mage

12-03-05, 11:59 AM
What? No ideas? :confused:
Old Sage

12-03-05, 12:03 PM
Well I'm hardly a stats man, as many know, but I do find this curious.

For the Bounty Hunter conversion though... Isn't there a 3e generic Bounty Hunter PrC available that might prove useful for this?
Mad Mage

12-03-05, 11:07 PM
Well I'm hardly a stats man, as many know, but I do find this curious.

For the Bounty Hunter conversion though... Isn't there a 3e generic Bounty Hunter PrC available that might prove useful for this?

Well, there was the possiblity of the Bloodhound from Complete Adventurer, but I didn't think that fit the BH kit very well. The Bounty Hunter utilizes some special traps (which are detailed in the BG2 manual), while the Bloodhound is more of a "track, beat up, and bring them back alive" type of character. So yes, that's quite an enigma. :weep:

I'm not sure what else there is off-hand. I'm TERRIBLY busy w/ work & college.
LucyWanabe

12-04-05, 08:46 AM
What a neat idea!

Hmm...I'm not sure about the druidy-type classes, but I have an idea of sorts for the Wild Mage...

I liken it to a Sorcerer that can't control their powers at all. Sorcerers' powers are inherent, not learned, I figure that the same is for the Wild Mage.

Powers for both can manifest during A)puberty or B)during an incredibly emotional situation. Sorcerer's source of the inherent power is that there is Draconic in their family background somewhere. Wild Mages I suppose could be the same way, or they may just be tapping into the Weave (I'm not quite sure which would work best for this).

I thought you could treat it as a Sorcerer who has a constant "Wild Magic Zone" effect on them--permanent, cannot be removed.

Wild Magic Zone Effects: Roll a percent dice on the following table to determine the Wild Magic effect that occurs on the spell.

d% : Effect

01-10: The spell rebounds on the caster with normal effect. If the spell cannot affect the caster, it fails.

11-25: The spell affects a random target or area. (That has nasty potential...)

26-40: Nothing happens. The spell does not function, any material components are used up, and the spell or spell slot is used up.

41-50: Nothing happens. The spell does not function, but components are not consumed, and the slot is not lost (nor the spell).

51-55: Spell functions, but shimmering colors swirl around the caster in a 30-foot radius for 1d4 rounds. Consider it as a glitterdust effect with a save DC of 10+spell level of the spell that generated this result.

56-85: Spell functions normally.

86-95: Spell functions normally, but none of the components are consumed and the spell remains memorized and the slot is not vacated.

96-100: The spell functions at increased strength. Saving throws against it suffer a -2 penalty. The spell is maximized as if with the Maximize Spell feat. If the spell already has this, there is no further effect.

From the FRC, page 55, Greenwood, Reynolds, Williams & Heinsoo.

I realize some of this might be extreme in game terms, but the RP possibilities that would be spawned...I get tingles. :D
Mad Mage

12-05-05, 07:25 PM
What a neat idea!

Hmm...I'm not sure about the druidy-type classes, but I have an idea of sorts for the Wild Mage...

I liken it to a Sorcerer that can't control their powers at all. Sorcerers' powers are inherent, not learned, I figure that the same is for the Wild Mage.

Powers for both can manifest during A)puberty or B)during an incredibly emotional situation. Sorcerer's source of the inherent power is that there is Draconic in their family background somewhere. Wild Mages I suppose could be the same way, or they may just be tapping into the Weave (I'm not quite sure which would work best for this).

I thought you could treat it as a Sorcerer who has a constant "Wild Magic Zone" effect on them--permanent, cannot be removed.

Wild Magic Zone Effects: Roll a percent dice on the following table to determine the Wild Magic effect that occurs on the spell.

d% : Effect

01-10: The spell rebounds on the caster with normal effect. If the spell cannot affect the caster, it fails.

11-25: The spell affects a random target or area. (That has nasty potential...)

26-40: Nothing happens. The spell does not function, any material components are used up, and the spell or spell slot is used up.

41-50: Nothing happens. The spell does not function, but components are not consumed, and the slot is not lost (nor the spell).

51-55: Spell functions, but shimmering colors swirl around the caster in a 30-foot radius for 1d4 rounds. Consider it as a glitterdust effect with a save DC of 10+spell level of the spell that generated this result.

56-85: Spell functions normally.

86-95: Spell functions normally, but none of the components are consumed and the spell remains memorized and the slot is not vacated.

96-100: The spell functions at increased strength. Saving throws against it suffer a -2 penalty. The spell is maximized as if with the Maximize Spell feat. If the spell already has this, there is no further effect.

From the FRC, page 55, Greenwood, Reynolds, Williams & Heinsoo.

I realize some of this might be extreme in game terms, but the RP possibilities that would be spawned...I get tingles. :D

One thing, though. I was looking towards helping out someone with statting their Wizard who technically is a Wild Mage like the old 2nd Edition kit given in BG2. This character's definitely a wizard.

And yes, I do have the FRCS and all. I'm just trying to re-tool the kit into a PrC as it was.
Mookie37

12-06-05, 01:28 AM
Wild Mage was a kit in seccond edition, I think it was in Tome of Magic but I can't be sure.
If you find that, you can do a conversion, I've been meaning to do that myself.

I remember there was a chart, based on the characters level, and every time they cast a spell they rolled a d20 to determine their effective caster level on that spell, and if they rolled REALLY bad they surged.
I remember the old surge table, a d100 with 100 different possible results. LOTS OF FUN. Seriously, it was.
Also they could cast spontaneously, but had a percent chance based on their level to have the spell fail and become a surge.
They also had a 50% chance to control a wand of wonder, before the normal % chance.

That's all I can remember right now, I'll see if any of my freinds have the book.

Hope that helped.
LucyWanabe

12-06-05, 11:02 AM
Oh, sorry. I didn't know that the Wild Mage Kit actually existed (I came into DnD about one month before 3.5 came out). I always assumed it was just something they made for the game. Ack...

Okay, well, is it a viable way to do it? I don't have access to the official Wild Mage stuff, so I don't know if what I came up with is doable.
Mad Mage

12-07-05, 09:32 PM
For the Shapeshifter Kit, I just came up w/ this idea.

Gaia Shifter

This prestige class is for devout nature worshippers who give into studies of shape-changing and lycanthropy, which they voluntarily inflict themselves with and focus on this instead of the normal druidic shapechanging powers. However, through their strong attunement to the world of nature, they are able to bend their lycanthropic tendencies completely to their will. Gaia Shifters rarely (almost never) wear armor, due to their tendency to change into their lycanthropic form. Since this prestige class calls for the wild shape feature, Gaia Shifters are exclusively druids.

Requirements:
Alignment: Any Neutral
Skills: Knowledge (Arcana) +4, Knowledge (Nature) +7, Survival +7
Spellcasting: Must be able to cast 3rd-level druid spells.
Special: Must have the wild shape class feature, and be a willingly afflicted lycanthrope.

Hit Dice: d8
Class Skills: Concentration, Control Shape, Knowledge (Arcana), Knowledge (Nature), Survival
Weapons and Proficiency: The Gaia Shifter does not gain any proficiency with weapons or armor.
Spellcasting: Gaia Shifters continue gaining spellcasting levels from their druid class as if they had just gained a level as a druid.
Base Attack Bonus: 3/4 of PrC level (up to +7 at 10th level).
Saving Throw bonuses: Fortitue Good, Reflex Bad, Will Good

Class abilities:
Natural Change (Su): Starting at 1st level, a Gaia Shifter's savage mind is mediated by the power of nature. The Gaia Shifter retains their official alignment before they became a lycanthrope. In addition, the Gaia Shifter sacrifices their Wild Shape to enhance their lycanthropic features.

Enhanced Lycanthropy (Su): Starting at level 3 and every 3 levels after that, the Gaia Shifter's lycanthropic form is infused with more strength from the powers of nature. The Gaia Shifter gains an additional animal HD.


Is it me, or is this a bit over-powered or unbalanced?
Mad Mage

12-10-05, 02:01 AM
What? No comments?
Corellon

12-11-05, 10:54 AM
it looks balanced...
Mad Mage

12-11-05, 10:43 PM
Thanks, Correlon. :cool: