Six's Idle Meddlings
Six's Kitpack

A Pocket Plane mod by SixOfSpades
Version 1.0



Table of Contents:

Overview

General Class, Kit, & Class-Combination Rebalancing

FIGHTER KITS
          Bowman
          Drunkard
          Kensai
          Shieldbearer
          Wizard Slayer
PALADIN KITS
          Cavalier
          Martyr
          Mystic Marksman
          Undead Hunter

RANGER KITS
          Archer
          Beastmaster
          Journeyman
          Hunter of the Occult


DRUID KITS
          Geomancer
          Hivemaster
          Huntsman of Silvanus
          Wild Man

BARD KITS
          Acolyte
          Rapscallion
          Spellshafter


THIEF KITS
          Sniper
          Swashbuckler




Credits

Version History



Overview
The purpose of this mod is twofold.
          Firstly, it seeks to partially rectify the current imbalance of power, in that (in general) trueclasses are not as powerful as their kits are not as powerful as Dual-classes are not as powerful as Multiclasses. To this end, the mod makes a great deal of small changes to even things out and put all classes, kits, and class combinations on a more level playing field.
          Secondly, this mod adds a buncha kits: Some of them are brand spankin' new, some are revisions of original BioWare kits, and some are my take on certain kits produced by other modders. All are balanced according to the standards I described above, and in ways that are consistent with the ethos of the kit. In general, my kits tend to have more Advantages and Disadvantages than most, largely because there's little point in choosing a particular Thief kit if you're just going to wind up playing them like a regular Thief anyway. So I try to make the kits deviate to a greater extent from their parent class: Kit diversity encourages roleplaying diversity.

          About the kits: They are all installable as separate components and all available for selection in the Character Creation screen. Each kit fills what I consider to be an interesting character niche that was either overlooked, or, in the case of my changes to the BioWare kits, filled incorrectly or inadequately. Some of my kits (particularly the Hivemaster) draw upon existing PnP prestige classes for inspiration, but they are by no means slavish copies of the source material: If doing what the rulebook says would mean creating a lousy kit, then I'm the first to toss that rulebook out the window. For me, helping the player make a fun, challenging trip through BG2 takes precedence over all else. Some may feel that my kits' Disadvantages are too harsh and restrictive. I set them that way for two reasons: First, because I dislike those mod kits that are overloaded with powerful Advantages that remove a large part of the challenge from the game; and Second, the very nature of a kit is in itself an advantage: If it gives you a strength and a weakness in equal measure, all you have to do is adjust your style of play to make the most of your strength and avoid your weakness, and you will have circumvented nearly all of the drawbacks of the kit. So I deem it fit to impose some stiff penalties, to make the player seriously consider if the added strengths are worth the lack of versatility.
          I should note that my desire to do the impossible is moderately incorrigible, and I will sometimes employ interesting workarounds to get things done, or ask the player to enforce rules that I cannot. For example, I want the Sniper kit to recieve only 20 Thief-skill points at each new level, and also to be barred from all armor heavier than Hide Armor. As there seems to be no way to put both of these features on the same kit, I have chosen to implement the 20 Thieving points/level, and ask the player to police their own game: I respectfully ask all players to operate on the honor system, and decline to use any item that would be be off-limits to Archers. This is only a trifling matter with the Sniper; all it really means is that he's not allowed to wear Elven Chainmail. But with other kits, it might not be so negligible. I promise to make the implementation of the kits as accurate and faithful as I can, but where making a good kit would conflict with hardcoded barriers, I would much rather call on the honor system than simply say "it can't be done" and give up.
          Finally, I should note that not all the features of the kits are documented in-game: For one thing, the BioWare kits make no mention whatever of any ToB HLAs, so for me to do so for mine would be inconsistent, and there are certain other specifics of the kits that just take up too much space to explain, and would thus clutter up the Kit Description in the Character Creation and Records screens. So, for the sake of tidiness, the lists of Advantages and Disadvantages are trimmed a bit for their in-game incarnation . . . a few harmless oversimplifications, that's all. This very README is the only place where the full & exact documentation can be found.

Compatibility and other Notes: If you're downloading mods for BG2, it's dollars to donuts that you already have ToB installed. I operate on this assumption. Not all components of this mod require ToB, but since I have made no allowances for a SoA-only installation, it's best to consider this whole mod a ToB-required addition to the game. Doubtless I will be adding compatibility checks in future versions of this mod, but for now, content is a higher priority than elegance.

          This mod is cheerfully hosted by the good folks at
Pocket Plane Group, and if you have questions, suggestions, bug reports, or any other worthwhile feedback, then the Six's Idle Meddlings forum is the best place to do it. The latest updates to this mod will always be found at its homepage, here.



General Class, Kit, & Class-Combination Rebalancing
          This is a single, unified component that effects all of the following changes. I must point out the Proficiency-Point changes listed here apply to the base classes only--the various classes' kits do not receive these bonuses.

Paladin: Now allowed to attain Mastery (+++) in any weapon. Also now free to choose alignments of Neutral Good and Chaotic Good--this loosening of alignment restrictions is also applied to the Inquisitor in this component.
Ranger: Now allowed to attain Mastery (+++) in the stereotypical "foresty" weapons: Longbow, Shortbow, Spear, Axe, Longsword, & Bastard Sword.
Barbarian: Now allowed to attain Mastery (+++) in any melee weapon, and also Dual-Class to either Cleric, Druid or Thief.
Cleric: Now allowed to attain Specialization (++) in the classic Cleric weapons: Club, Mace, Morningstar, Flail, Warhammer, Staff, & Sling.
Druid: Now allowed to attain Specialization (++) in the most stereotypical Druid weapons: Staff, Spear, Shortbow, Sling, Club, & Dagger. Also, Druids of all stripes may now choose alignments of Neutral Good and Neutral Evil. Druids and their kits can freely use Short Bows, Long Bows, & all Arrows, and Fighter/Druids can use Composite Longbows as well. I have not altered the Descriptions of these items, so they will still claim to be unusable by Druids. Good thing you know better.

Exclusive HLAs: As a method of weakening Dual-classing, I will be instigating a system of making various kits immune to certain HLAs of other classes. At the moment, this consists of nothing more than making Barbarian->Thieves and Kensai->Thieves unable to choose the ToB HLA of Use Any Item (and by extension, Scribe Scrolls). In the future, I will expand this considerably, both by "locking out" existing HLAs, and creating all-new HLAs that can only be selected by those characters who have maintained a single class or kit right from Day 1.

'Pinched' HLA tables: I have not yet begun work on this section, but the premise is simple and effective: Hit the Multi-classes in the one area where they have the greatest advantage over the other classes--their number and selection of HLAs. This part of the component will reduce the number of times certain HLAs (high-powered things like Critical Strike and Set Spike Trap) can be chosen by Multiclassed characters.



BOWMAN
Class: Fighter
Race: Any
Alignment: Any

Description: A surprisingly large number of young adventurers and soldiers-of-fortune start out with plans of becoming a master archer: Not only are the basic skills of the trade learned early on as part of hunting for food, but the equipment required is also vastly less expensive than the high-quality weapons and plate armor needed by a more up-front warrior. Those who maintain their dedication to ranged combat become Bowmen, masters of combat archery, able to make nearly any shot, no matter how difficult.

ADVANTAGES:









+1 bonuses to ranged THAC0 and Damage at every 4th level
Special Ability of Called Shot, with 1 use per day gained at every 4th level. Approximates the effects of some of the Warrior HLAs, which cause Stun and Fear. All shots fired in the next 2 rounds have the following effects:
      after Level 4: For the duration, the Bowman recieves a -1 bonus to ranged THAC0, but a +5 penalty to AC
      after Level 8: Upon each hit, the target must Save vs. Death with -3 bonus or suffer Morale Failure: Panic for 3 seconds
      after Level 12: +2 bonus to missile damage
      after Level 16: Target must also Save vs. Death to avoid being Stunned for 2 seconds
Gains access to the ToB HLA of Greater Called Shot, which is just like their existing Called Shot, but with the additional effect of forcing the victim to Save vs. Death with a -3 penalty or be paralyzed with Fear for 1 round, with a chance of dropping their weapons in terror.
DISADVANTAGES:




Cannot wear any armor heavier than Hide
+1 penalty to melee THAC0 every 4 levels (stops after Level 20)
Limited to Specialization (++) in any melee weapon (including Throwing Axes and Hammers)
Limited to Proficiency (+) in any Weapon Style
Does not get access to the ToB HLAs of Hardiness or Magic Resistance

Compatibility and other Notes: Even though the Bowman was designed partially as a correction to the Generic Archer kit available in the Tactics mod, the two are fully compatible and neither one will affect the other.



SHIELDBEARER
Class: Fighter
Race: Any
Alignment: Any Lawful

Description: Those warriors who have chosen to forego aggression and slaughter in favor of a more rugged defensive front are known as Shieldbearers, renowned for being practically unkillable upon the battlefield. Not only are their skills at avoiding injury from physical weapons second to none, but their impressive mental fortitude does them great good in being able to shrug off nearly any magical spell or effect that would drive them from their assigned position on the front line.

ADVANTAGES:














Base -2 bonus to Armor Class
-1 bonus to all AC Modifiers every 4 levels. This starts with AC vs. Blunt at Level 1, then vs. Slashing at Level 2, Piercing at 3, Missiles at 4, and then the cycle repeats.
Gains 1% Resistance to Missile damage per level
Can cast Bastion 1x/day per 6 EXP levels. This lasts for one round per 3 levels and renders him immune to Fear after Level 6, Confusion after Level 9, Charm after Level 12, Knockback after Level 15, and Teleport Field & Maze after Level 18. The Shieldbearer's movement rate is reduced to a slow walk for the duration.
Can Shieldbash 1x/day per 7 EXP levels. This deals 2D6 Blunt damage and knocks the victim back 15 feet. It will knock the victim down (unless Save vs. Death) after Level 9, stun him for one round (unless Save vs. Breath with -2 bonus) after Level 15, and render him unconscious for 3 rounds (unless Save vs. Death with -3 bonus) after Level 21. Large creatures such as dragons or giants will not be knocked back, stunned, etc. The Shieldbearer will be unable to move for 2 seconds after using this ability, as he is busy regaining his balance.
Can cast Defensive Harmony 1x/day per 10 EXP levels.
Gains access to the ToB HLA of Greater Bastion, which lasts for one turn and grants all the effects provided by regular Bastion, as well as immunity to death magic and Imprisonment.
DISADVANTAGES:





May not place any proficiency points in any 2-handed ranged weapon
May put only a single proficiency point into any other weapon
May not put proficiency points into any Weapon Style except Sword & Shield
+1 penalty to THAC0 at every 3rd level (Stops after Level 21)
Does not get the ToB HLAs of Greater Whirlwind, Greater Deathblow, or Smite
Able to select the ToB HLAs of Whirlwind, Deathblow, Power Attack, and Critical Strike only 3 times each

Compatibility and other Notes: Shieldbearers' Defensive Harmony ability is non-cumulative with the spell, and vice versa.



MARTYR
Class: Paladin
Race: Human
Alignment: Lawful Good

Description: Paladins of Ilmater, commonly known as Martyrs or the Holy Warriors of Suffering, espouse the virtues of self-sacrifice, patience, and endurance as means to shield the innocent from hardship. In battle, they are almost always on the forefront of every engagement, hoping to protect their companions by absorbing the brunt of the damage themselves. Their combat skills are focused on defending themselves and their allies, leaving them relatively untrained in the arts of actually using weapons.

ADVANTAGES:














Base -2 bonus to Armor Class
-1 bonus to all AC Modifiers every 4 levels. This starts with AC vs. Blunt at Level 1, then vs. Slashing at Level 2, Piercing at 3, Missiles at 4, and then the cycle repeats.
Gains 1% Resistance to Missile damage per level
Can cast Bastion 1x/day per 6 EXP levels. This lasts for one round per 3 levels and renders him immune to Fear after Level 6, Confusion after Level 9, Charm after Level 12, Knockback after Level 15, and Teleport Field & Maze after Level 18. The Martyr's movement rate is reduced to a slow walk for the duration.
Can Shieldbash 1x/day per 7 EXP levels. This deals 2D6 Blunt damage and knocks the victim back 15 feet. It will knock the victim down (unless Save vs. Death) after Level 9, stun him for one round (unless Save vs. Breath with -2 bonus) after Level 15, and render him unconscious for 3 rounds (unless Save vs. Death with -3 bonus) after Level 21. Large creatures such as dragons or giants will not be knocked back, stunned, etc. The Martyr will be unable to move for 2 seconds after using this ability, as he is busy regaining his balance.
Can cast Defensive Harmony 1x/day per 10 EXP levels.
Gains access to the ToB HLA of Greater Bastion, which lasts for one turn and grants all the effects provided by regular Bastion, as well as immunity to death magic and Imprisonment.
DISADVANTAGES:







May not place any proficiency points in any 2-handed weapon
May put only a single proficiency point into any other weapon
May not put proficiency points into any Weapon Style except Sword & Shield
+1 penalty to THAC0 at every 3rd level (Stops after Level 21)
Reduced spell selection: May not cast any offensive spells
Cannot Turn Undead
Does not get access to the ToB HLAs of Greater Whirlwind, Greater Deathblow, or Smite
Able to select the ToB HLAs of Whirlwind, Deathblow, Power Attack, and Critical Strike only 3 times each

Compatibility and other Notes: Martyrs' Defensive Harmony innate ability is non-cumulative with the spell, and vice versa. The full list of spells removed from Martyrs' Priest Scrolls is as follows: Bless, Doom, Magic Stone, Shillelagh, Chant, Draw Upon Holy Might, Flame Blade, Spiritual Hammer, Animate Dead, Glyph of Warding, Holy Smite, Rigid Thinking, Strength of One, Unholy Blight, Animal Summmoning I, Cause Serious Wounds, Cloak of Fear, Holy Power, Mental Domination, and Poison.



MYSTIC MARKSMAN
Class: Paladin
Race: Human
Alignment: Any Good

Description: Although all crusaders of virtue strive to pit themselves against the forces of evil, not all of them seek to do it at close range. Many warriors of faith therefore opt to become Mystic Marksmen in their quest to best serve their god, for reasons such as being able to strike at airborne fiends, or helping their church's overall body of crusaders be more versatile, or simply because their own personal skill set is more suited to ranged combat than melee.

ADVANTAGES:










Can attain Grandmastery (+++++) in any missile weapon (including Throwing Daggers)
+1 bonuses to ranged THAC0 and Damage at every 4th level
Special Ability of Called Shot, with 1 use per day gained at every 4th level. Approximates the effects of the Command Word: Die spell. All shots fired in the next 2 rounds have the following effects:
      after Level 4: For the duration, the Mystic Marksman recieves a -1 bonus to ranged THAC0, but a +5 penalty to AC
      after Level 8: Upon each hit, the target must Save vs. Death with a -2 bonus or fall Unconscious for 3 seconds
      after Level 12: +2 bonus to missile damage
      after Level 16: Target must Save with a +2 penalty to avoid Unconsciousness
Gains access to the ToB HLA of Greater Called Shot, which is just like their existing Called Shot, but with the additional effect of a weakened Bolt of Glory spell: Each hit causes 1D4 Magic Damage to creatures of Elemental origin, 1D6 to those from the Prime Material, 3D4 to Undead, and 3D8 to Demons.
DISADVANTAGES:






Cannot wear any armor heavier than Hide
+1 penalty to melee THAC0 every 4 levels (stops after Level 20)
Limited to Proficiency (+) in any melee weapon (including Throwing Axes and Hammers)
Limited to Proficiency (+) in any Weapon Style
Cannot Turn Undead
Limited to 2 spellslots of each spell level (3rd spellslot of each level is dropped)
Does not get access to the ToB HLAs of Hardiness or Magic Resistance



ARCHER
Class: Ranger
Race: Human, Elf, Half-Elf
Alignment: Any Good

Description: These masters of woodland combat are the natural result of centuries of hunting--both for food and for enemies. Archers have abandoned all the more cumbersome trappings of armor so that they may melt easily into shadowy cover, and focused the majority of their considerable martial prowess on the mastery of missile weapons . . . the better to ambush those who would despoil the wild, and dispatch them swiftly and silently.

ADVANTAGES:










Can attain Grandmastery (+++++) in any missile weapon (including Throwing Daggers)
+1 bonuses to ranged THAC0 and Damage at every 4th level
Special Ability of Called Shot, with 1 use per day gained at every 4th level. Approximates the effects of the Entangle spell. All shots fired in the next 2 rounds have the following effects:
      after Level 4: For the duration, the Archer recieves a -1 bonus to ranged THAC0, but a +5 penalty to AC
      after Level 8: Upon each hit, the target must Save vs. Spells or become Entangled for 3 seconds
      after Level 12: +2 bonus to missile damage
      after Level 16: Target must Save with a +3 penalty to avoid Entanglement
Gains access to the ToB HLA of Greater Called Shot, which is just like their existing Called Shot, but with the additional effect of a weakened version of Call Lightning striking the target, doing 2D8 Electrical damage (Save vs. Wands for half) on each successful hit. (Being in "outdoor" areas is not required.)
DISADVANTAGES:





Cannot wear any armor heavier than Hide
+1 penalty to melee THAC0 every 4 levels (stops after Level 20)
Limited to Proficiency (+) in any melee weapon (including Throwing Axes and Hammers)
Limited to Proficiency (+) in any Weapon Style
Limited to 2 spellslots per level (3rd spellslot of each level is dropped)
Does not get access to the ToB HLAs of Hardiness, Magic Resistance, or War Cry

Compatibility and other Notes: This kit will conflict with any mod that also seeks to change the default Archer. This should not cause problems, as both mods are most likely trying to make the same changes anyway, but the interference should be noted. The original Called Shot spell, however, has been left untouched, as have its component ranged effects. But about the new Archer kit: They were easily one of the most powerful kits in the default game, and to conteract this I have adjusted the levels at which they recieve their ranged THAC0 bonuses. Instead of every 3 levels up to Level 18, and then every 5 levels thereafter, the new progression is once every 4 levels throughout the entire game--meaning that Archers get one fewer bonus, and their early ones are delayed, making for a shallower THAC0 curve overall. Also, their Called Shot (indeed, all of my various kits' Called Shots) now makes sense, both in relation to what the kit can do, and what the kit would want to do.



HUNTSMAN OF SILVANUS
Class: Druid
Race: Human, Half-Elf
Alignment: NG, TN, NE

Description: The wish to defend their wildlands against hunters and marauders is a desire common to all Druids, but the Huntsmen of Silvanus are a branch dedicated to driving off invaders with arrows and spells, for when spells alone will not serve. Each member begins their training in a symbiotic relationship with a Ranger, exchanging weaponmastery for woodcraft. These followers of the Oak Father thrive on making outsiders fear the forest as a living entity that can shoot back.

ADVANTAGES:










Can attain Grandmastery (+++++) in any missile weapon a pureclass Druid can use (Short Bow, Long Bow, Sling, Darts, Throwing Daggers)
+1 bonuses to ranged THAC0 and Damage at Levels 4, 10, 14, 15, 17, 23, 26, 28, and 30
Special Ability of Called Shot, with 1 use per day gained at Levels 4, 10, 14, 15, 17, 23, 26, 28, and 30. Allows the Huntsman to fire off a rapid volley of shots. For 2 rounds, the Huntsman of Silvanus recieves the following effects:
      after Level 4: A -1 bonus to ranged THAC0, but a +5 penalty to AC and melee THAC0
      after Level 10: Bonus 1 Attack per Round
      after Level 14: Each hit inflicts an extra 2 points of missile damage
      after Level 15: Additional bonus 1 Attack per round
Gains access to the ToB HLAs of Deathblow and Greater Called Shot, which is just like their existing Called Shot, but with the additional effect of forcing the victim to Save vs. Breath Weapon with a +2 penalty or suffer the effects of Summon Insects for 2 rounds.
DISADVANTAGES:







Restricted to a single proficiency point in all of their allowed melee weapons
Cannot wear any armor heavier than Hide
+1 penalty to melee THAC0 at Levels 7, 11, and 19
May not place proficiency points in any Weapon Style
Cannot Shapeshift
Sacrifices two spellslots from each spell level (3rd and 5th spellslots of each level are dropped)
Cannot Dual-Class
Does not get access to the ToB HLAs of Earth Elemental Transformation, Fire Elemental Transformation, Globe of Blades, or Aura of Flaming Death

Compatibility and other Notes: While this kit does not exactly require that you install the "Adjustments to base classes" component, your Druid won't be able to use Bows without it. Future versions of this mod will detect the "Druids use Cleric-style EXP and Spell-Level progression" rules adjustment, and install the Huntsman of Silvanus version whose level-based abilities would be appropriate for the EXP style that you prefer.



SPELLSHAFTER
Class: Bard
Race: Human, Half-Elf
Alignment: NG, LN, TN, CN, NE

Description: Many Bards bristle at the words "Arcane Archer," a title that they feel should rightly belong to them. To drive home their point (as it were), some groups began concentrating more than ever on their skill with ranged weapons, to the detriment of many other facets of the Bardic reportoire. Most of them strive to humiliate the Arcane Archers by beating them at their own game, and to this end have developed a special enchantment carried on their missiles, which can render their targets more vulnerable to the Spellshafter's magics.

ADVANTAGES:











Can attain Grandmastery (+++++) in any missile weapon a pureclass Bard can use (Short Bow, Long Bow, Light Crossbow, Heavy Crossbow, Sling, Darts, Throwing Daggers)
+1 bonuses to ranged THAC0 and Damage at levels 5, 10, 15, 20, 25, 30, 35, & 39.
Special Ability of Called Shot, with 1 use per day gained at Levels 5, 10, 15, 20, 25, 30, 35, & 39. Approximates the effects of Greater Malison and Lower Magic Resistance. All shots fired in the next 2 rounds have the following effects:
      after Level 5: For the duration, the Spellshafter recieves a -1 bonus to ranged THAC0, but a +5 penalty to AC
      after Level 10: Each hit inflicts a +1 penalty to the victim's Save vs. Spells for 3 rounds
      after Level 15: +2 bonus to missile damage
      after Level 20: Each hit lowers the victim's Magic Resistance by 5% for 3 rounds
Gains access to the ToB HLA of Deathblow, and also Greater Called Shot, which is just like their existing Called Shot, but adds a weakened version of the Flame Arrow spell to all shots fired/thrown: Each hit deals an additional 3D6 Fire (Save vs. Wands for half) and 1D6 Missile damage to the victim.
DISADVANTAGES:





Cannot wear any armor heavier than Hide
+1 penalty to melee THAC0 every 6 levels (starts at Level 3, stops after Level 21)
Limited to 3 spellslots per spell level (1st and 2nd spellslots of each level are dropped)
May not place proficiency points in any Weapon Style
Lore and Pick Pockets ability scores increase at only 40% of the normal rate
Does not get access to the ToB HLAs of Enhanced Bard Song, Scribe Scrolls, Alchemy, or Set Time Trap

BARD SONG: "Shot Through the Heart," allows party members to share in some of the Spellshafter's skill at archery.
Level
Effects
1
All nearby allied creatures recieve -1 bonuses to their ranged THAC0. The Singing Bard recieves a -2 AC bonus.
7
-1 bonus to ranged THAC0, and +1 damage on ranged attacks. Bard's AC bonus raised to -4.
13
-2 bonus to ranged THAC0, +1 damage on ranged attacks, and -1 AC bonus vs. Missile weapons. Bard's AC bonus raised to -6.
19
-2 bonus to ranged THAC0, +2 damage on ranged attacks, and -2 AC bonus vs. Missile weapons. Bard's AC bonus raised to -8.

Compatibility and other Notes: Future versions of this mod will detect whether you have installed the "Proper Spell Progression for Bards" component of Rogue Rebalancing, or similar tweaks that change the Bard spell table, and apply the appropriate Spellshafter spellslot-penalty accordingly.



SNIPER
Class: Thief
Race: Any
Alignment: Any except Lawful Good

Description: Common to all the adventuring professions is the desire to live to fight another day. This is probably best embodied by the Sniper, who is usually motivated by the need to save his own skin above all else. Not only do Snipers spend a great deal of energy improving their skills at ranged combat (a good excuse for staying away from the dangerous front lines of an engagement), but their signature ploy is to creep up on the enemy, let fly with a single missile, and then duck back out of sight before their foes can see where the shot came from.

ADVANTAGES:










Can attain Grandmastery (+++++) in any missile weapon a pureclass Thief can use (Short Bow, Light Crossbow, Sling, Darts, Throwing Daggers)
+1 bonuses to ranged THAC0 and Damage at levels 5, 10, 15, 20, 25, 30, 35, & 39.
Special Ability of Called Shot, with 1 use per day gained at Levels 5, 10, 15, 20, 25, 30, 35, & 39. Approximates the effect of firing off a shot without giving away one's hidden position. All shots fired in the next 2 rounds have the following effects:
      after Level 5: For the duration, the Sniper recieves a -1 bonus to ranged THAC0, but a +5 penalty to AC
      after Level 10: Each hit has a 10% chance of casting Invisibility on the Sniper for 10 seconds
      after Level 15: +2 bonus to missile damage
      after Level 20: Chance of Invisibility raised to 20%
Gains access to the ToB HLA of Deathblow, and also Greater Called Shot, which is just like their existing Called Shot, but with the additional effect of each hit having a 25% chance to cast Improved Invisibility on the Sniper for 10 seconds.
DISADVANTAGES:






Cannot wear any armor heavier than Hide
Only gets 20 Thieving points per level
+1 penalty to melee THAC0 every 6 levels (starts at Level 3, stops after Level 21)
May not place proficiency points in any Weapon Style
Backstab multiplier never rises above x1 (not even with special spells or items that affect the Backstab multiplier)
Cannot Dual-Class to Fighter
Does not get access to the ToB HLAs of Use Any Item, Scribe Scrolls, Assassination, or Set Time Trap

Compatibility and other Notes: As mentioned in the Overview, the "Cannot wear any armor heavier than Hide" rule cannot be applied to the Sniper. Please enforce this rule yourself, and do not equip any item that cannot be used by an Archer.



Credits

          Like practically every other mod out there, this Kitpack owes its existence to the various tools used in its creation, and of course the makers of those tools. Let's hear it for:
WeiDU, without which the modding community would be a bunch of selfish, backstabbing pricks,
DLTCEP, essential for making damn near anything,
Infinity Explorer and Near Infinity, very useful tools for prying into interesting nooks & crannies,
IESDP and its labor-saving data,
Shadowkeeper, another useful editing resource,
Microsoft Paintbrush for editing icon *.BAMs,
and last but certainly not least, the excellent kit-making tutorial written by CamDawg.
Other special thanks go out to devSin, aVENGER, and Ascension64, for helping me not to suck.

Questions? Comments? Bugs? Write to me at [email protected], or even better, speak out on the Six's Idle Meddlings forum.



VERSION HISTORY

12/29/07: First open release, Version 1.0. Packaged components included the Race/Class/Combination Rebalancing, and also the Shieldbearer, Sniper, Bowman, Archer, Mystic Marksman, Huntsman of Silvanus, Spellshafter, and Martyr kits.