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House Rules

Assorted personalized tweaks that might interest others. Will be updated regularly as I make more changes, will accept requests or suggestions within reason.

All previous kit components have been migrated over to The Artisan’s Kitpack.

Adds new racial enemies.
This component unifies the racial enemy selection between BG:EE, BG2:EE and IWD:EE and offers an expanded variety of choices. The available racial enemies include:

Ankheg, Basilisk, Bear, Beholder, Carrion Crawler, Doppleganger, Dragon, Drider, Dwarf, Elemental, Elf, Ettercap, Ettin, Fairy, Fiend, Genie, Ghoul, Giant, Gibberling, Githyanki, Goblin, Golem, Gnoll, Gnome, Half-elf, Half-orc, Halfling, Hobgoblin, Human, Imp, Kobold, Kuo-toa, Lich, Lizardfolk, Lycanthrope, Mephit, Mind Flayer, Minotaur, Myconid, Ogre, Orc, Otyugh, Rakshasa, Sahuagin, Salamander, Shadow, Shambling Mound, Skeleton, Slime, Spider, Troll, Umber Hulk, Vampire, Wolf, Wyvern, Yeti, Yuan-ti, Zombie

Provides more versatile and powerful shapeshifting for druids.
This component replaces the mediocre shapeshifting abilities of the vanilla druid with a much more powerful ability. The druid and avenger gain a ‘Wild Shape’ ability which, three times per day, allows them to shapeshift into five different animal forms. Additionally, the Fire and Earth Elemental Transformation HLAs have now been removed. Instead, the druid gains one cast of Elemental Shape at 14th level, allowing them to transform into four different types of elemental, each with unique benefits.

The totemic druid and shapeshifter are not affected by this component.

Wild Shape

Using this ability, a druid may take on the shape of a chosen animal at will. As the druid advances in level, <PRO_HESHE> gains additional uses of Wild Shape and <PRO_HISHER> animal forms increase in power. From 14th level onwards, the druid is able to cast spells while shapeshifted.

BROWN BEAR: 18/00 STR, 9 DEX, base AC 6, 1.5 attacks per round, +30% bonus hit points, +25% physical resistance. Attacks deal 1d12 piercing or slashing damage (whichever is better) and have a 15% chance to deal an additional 2d6 crushing damage.

WOLF: 18 STR, 17 DEX, base AC 4, 2 attacks per round, +10% bonus hit points, +10% physical resistance. Attacks deal 1d4 piercing or slashing damage (whichever is better) and have a 15% chance to knock down targets for one round on a failed save vs. death.

SPIDER: 17 STR, 17 DEX, base AC 6, 4 attacks per round. Attacks deal 1d2 piercing damage and inflict 12 points of poison damage over six rounds.

BOAR: 18/50 STR, 9 DEX, base AC 5, 1 attack per round, +50% bonus hit points, +40% physical resistance. Attacks deal 1d8 crushing damage and have a 15% chance to deal an additional 2d4 crushing damage and stun for 2 rounds on a failed save vs. death.

PANTHER: 18/75 STR, 18 DEX, base AC 2, 3 attacks per round, +20% bonus hit points, +25% physical resistance, increased movement rate. Attacks deal 1d8 slashing damage and have a 15% chance to bleed targets for one point of slashing damage per second for six seconds.

Enhanced Wild Shape

Avengers are able to shapeshift into three additional forms: red salamander, wyvern, and winter wolf.

RED SALAMANDER: 17 STR, 18 DEX, base AC 4, 2 attacks per round, +25% bonus hit points, +25% physical resistance, fire resistance set to 125%, cold resistance set to -50%. Attacks deal 1d8 piercing damage plus 1d6+1 fire damage, increasing by one point per level gained. An opponent that hits the avenger with any weapons or spells within melee range suffers the same amount of fire damage.

WYVERN: 18/00 STR, 9 DEX, base AC 4, 1 attack per round, +25% bonus hit points, +15% physical resistance, immunity to poison. Attacks deal 1d10 piercing damage and have a 50% chance to poison targets for 20% of their maximum hit points (save vs. death for half)

WINTER WOLF: 17 STR, 17 DEX, base AC 4, 1 attack per round, +10% bonus hit points, +10% physical resistance, cold resistance set to 125%. Attacks with a cone projectile which deals 4d4+2 cold damage, increasing by two points per level gained, and slows for two rounds. Save vs. Breath to avoid slow and half damage.

Elemental Shape

Using this ability, a druid may take on the shape of a chosen elemental form at will. While in elemental form, the druid gains immunity to normal weapons and statistics corresponding to their chosen elemental, but is unable to cast spells. Additionally, when the druid returns to natural form, <PRO_HESHE> is also healed 3d10 Hit Points.

Upon reaching level 15, elemental forms are enhanced.

FIRE ELEMENTAL: 18/75 STR, 18 DEX, base AC 2, 3 attacks per round, +25% bonus hit points, +20% physical resistance, fire resistance set to 125%, cold resistance set to -50%. Attacks deal 2d10 damage (half fire, half slashing). Enemies who strike the druid within melee range suffer fire damage in retaliation.
LEVEL 15: Strength and Dexterity increased to 20. Attacks per round increased to 4.

EARTH ELEMENTAL: 22 STR, 14 DEX, base AC 2, 1 attack per round, +50% bonus hit points, +50% physical resistance. Attacks deal 2d12 crushing damage.
LEVEL 15: Hit point bonus increased to +100%. Physical resistance increased to 75%.

AIR ELEMENTAL: 18/75 STR, 22 DEX, base AC 0, 2 attacks per round, +25% bonus hit points, +20% physical resistance, +100% missile resistance, +100% electrical resistance, increased movement rate. Ranged attacks deal 4d6 damage (half magic, half crushing) and knock all enemies in a 10′ radius unconscious on targets who fail a save vs. breath weapons at -2.
LEVEL 15: Base AC increased to -6. Dexterity increased to 24. Attacks deal 8d6 damage and knock enemies unconscious on a failed save vs. breath weapons at -4.

WATER ELEMENTAL: 19 STR, 18 DEX, base AC 2, 2 attacks per round, +50% bonus hit points, +30% physical resistance, fire and cold resistance set to 80%, regenerates 1 hit point/round. Attacks deal 2d10 damage (half cold, half crushing).
LEVEL 15: Strength increased to 21. Regeneration rate increased to 3 hit points/round.

Modifies racial stat bonuses and proficiencies.
This component alters the racial bonuses of the playable races as follows:

Humans:
– Quick To Master: Humans gain a +5% bonus to experience gained from all sources.
– Skilled: Humans receive a +5% bonus to all thieving skills and +2 bonus to minimum rolls to all ability scores.

Elves:
– Hardiness vs. Enchantments: Elves gain a +2 bonus to Saving Throws vs. Enchantment spells and a 90% resistance against charm and sleep magics.
– Infravision.
– Elven Proficiency: Elves gain a +2 bonus to hit with bows, short swords, and long swords.
– Thieving Skills: Elves gain a +15% bonus to Move Silently, a +10% bonus to Find Traps and Hide in Shadows, and a +5% bonus to Pick Pockets and Detect Illusions.
– +1 Dexterity, -1 Constitution.

Half-elves:

– Minor Hardiness vs. Enchantments: Half-elves gain a +1 bonus to Saving Throws vs. Enchantment spells and a 30% resistance against charm and sleep magics.
– Infravision.
– Thieving Skills: Half-elves gain a +10% bonus to Pick Pockets and Hide In Shadows and a +5% bonus to Find Traps.

Dwarves:

– Dwarven Hardiness: Dwarves gain a +1 bonus to Saving Throws vs. Paralysis/Poison/Death, vs. Rod/Staff/Wand, and vs. Spell, with additional bonuses based on Constitution.
– Infravision.
– Dwarven Proficiency: Dwarves gain a +2 bonus to hit with axes and warhammers.
– Small Stature: Dwarves gain a +2 bonus to Armor Class and Saving Throws vs. giant creatures, but a -2 penalty to hit with all two-handed melee weapons.
– Thieving Skills: Dwarves gain a +20% bonus to Find Traps, +10% bonus to Open Locks and Set Traps, and a +5% bonus to Detect Illusions.
– +1 Constitution, -1 Dexterity, -1 Charisma.

Halflings:

– Halfling Hardiness: Halflings gain a +1 bonus to Saving Throws vs. Paralysis/Poison/Death, vs. Rod/Staff/Wand, and vs. Spell, with additional bonuses based on Constitution.
– Halfling Proficiency: Halflings gain a +2 bonus bonus to hit with with slings, darts and daggers.
– Small Stature: Halflings gain a +2 bonus to Armor Class and Saving Throws vs. giant creatures, but a -2 penalty to hit with all two-handed melee weapons.
– Thieving Skills: Halflings gain a +15% bonus to Pick Pockets, Open Locks and Hide in Shadows, a +10% bonus to Find Traps and Move Silently, and a +5% bonus to Set Traps.
– +1 Dexterity, -1 Strength.

Gnomes:

– Gnomish Hardiness: Gnomes gain a +1 bonus to Saving Throws vs. Rod/Staff/Wand and vs. Spell, with additional bonuses based on Constitution.
– Infravision.
– Spell Focus (Illusion): Gnome mages will always specialize in the Illusion school, even when multi-classed. They receive an additional +2 bonus to Saving Throws vs. Illusions.
– Small Stature: Gnomes gain a +2 bonus to Armor Class and Saving Throws vs. giant creatures, but a -2 penalty to hit with all two-handed melee weapons.
– Thieving Skills: Gnomes receive a +15% bonus to Detect Illusions, a +10% bonus to Open Locks and Find Traps, and a +5% bonus to Hide in Shadows, Move Silently and Set Traps.
– +1 Intelligence, -1 Wisdom.

Half-orcs:

– Infravision.
– Orcish Proficiency: Half-orcs gain a +2 bonus to hit with two-handed melee weapons.
– +1 Strength, +1 Constitution, -1 Intelligence, -1 Charisma.

Modifies proficiencies to expand weapon options for certain classes.

This component a few weapon proficiencies and restrictions, opening up some classes to a greater variety of weapons.

Clerics may use Heavy and Light Crossbows.

Mages may use Clubs and Light Crossbows, and may become Proficient in Two-Handed Weapon Style and Single Weapon Style.

Modifies the weapon style proficiencies to be more diverse and useful.

This component rebalances the bonuses granted by the weapon styles, giving each style its own niche. Additionally, it unlocks Grandmastery of Weapon Styles to appropriate classes and kits.

  • Fighters may achieve Grandmastery in any Fighting Style.

  • Dwarven Defenders achieve Grandmastery in Sword and Shield Style.

  • Rangers may achieve Grandmastery in Two-Weapon Style. Archers are restricted to Mastery.

  • Thieves may achieve Mastery in Two-Weapon Style. Swashbucklers may achieve Grandmastery.

  • Bards may achieve Mastery in Two-Weapon Style. Blades may achieve Grandmastery.

Two-Handed Weapon Style

This fighting style allows the character to use a two-handed melee weapon and receive special bonuses.

Non-proficient (0 slots): The wielder incurs a penalty of 2 to Speed Factor.

Proficient (1 slot): The wielder is no longer penalized and gains a +1 bonus to damage rolls.

Specialized (2 slots): The wielder gains a further +1 to damage rolls and a -1 bonus to Speed Factor.

Master (3 slots): The wielder gains a critical hit threat range of 19-20.

High Master (4 slots): The wielder gains a further +1 to damage rolls and -1 to Speed Factor.

Grand Master (5 slots): The wielder gains a further +1 to damage rolls, -1 to Speed Factor and a critical hit threat range of 18-20.

Sword and Shield Style

Anyone can pick up a shield and get its basic protection bonuses, but by spending slots on this fighting style, an adventurer can maximize the benefits received.

Non-proficient (0 slots): The wielder incurs a penalty of 1 to THAC0 and Speed Factor.

Proficient (1 slot): The wielder gains a -1 bonus to Armor Class and an additional -1 against missile weapons.

Specialized (2 slots): The wielder is no longer penalized and gains a -2 bonus to Armor Class and an additional -2 against missile weapons.

Master (3 slots): The wielder gains a further -1 bonus to Armor Class and an additional -1 against missile weapons.

High Master (4 slots): The wielder gains a further -1 bonus to Armor Class and an additional -1 against missile weapons.

Grand Master (5 slots): The wielder gains a further -2 bonus to Armor Class and an additional -1 against missile weapons.

NOTE: Despite the name of this style, any one-handed melee weapon in combination with a shield will receive the aforementioned bonuses.

Single Weapon Style

This fighting style is for characters who do not wish to use a shield but want some bonus when using a one-handed melee weapon.

Non-proficient (0 slots): The wielder receives no bonus nor penalty.

Proficient (1 slot): The wielder gains a -1 bonus to Armor Class vs. melee attacks, -1 bonus to Speed Factor, and a critical hit threat range of 19-20.

Specialized (2 slots): The wielder gains a +1 bonus to THAC0 and damage rolls, a further -1 bonus to Armor Class vs. melee attacks, Speed Factor, and a critical hit threat range of 18-20.

Master (3 slots): The wielder gains a further +1 bonus to THAC0, Speed Factor, and a critical hit threat range of 17-20.

High Master (4 slots): The wielder gains a further +1 bonus to THAC0, damage rolls and Speed Factor.

Grand Master (5 slots): The wielder gains a further +1 bonus to THAC0, dmaage rolls, Armor Class vs. melee weapons, Speed Factor and a critical hit threat range of 15-20.

Two-Weapon Style

This fighting style allows the character to use two melee weapons at the same time with fewer penalties. Those who master the technique of dual-wielding even receive exclusive bonuses according to their degree of mastery.

Non-proficient (0 slots): The wielder incurs a THAC0 penalty of 4 to the main hand weapon, 8 to the off-hand weapon, and a penalty of 2 to Armor Class vs. melee weapons.

Proficient (1 slot): The wielder’s penalties are reduced to 4 to the main hand weapon, 4 to the off-hand weapon, and a penalty of 1 to Armor Class vs. melee weapons.

Specialized (2 slots): The wielder’s penalties are reduced to 2 to the main hand weapon, 4 to the off-hand weapon, and they no longer suffer a penalty to Armor Class.

Master (3 slots): The wielder’s penalties are reduced to 0 to the main hand weapon and 2 to the off-hand weapon.

High Master (4 slots): The wielder gains a -2 bonus to Speed Factor and Armor Class vs. melee weapons.

Grand Master (5 slots): The wielder no longer suffers a THAC0 penalty to the off-hand weapon, and they gain a +2 bonus to damage rolls to the off-hand weapon, a -2 bonus to Speed Factor, and a critical hit threat range of 19-20.

Gives monks the ability to use and be proficient in quarterstaves.
This component enables quarterstaff and two-handed weapon style proficiency for monks, complete with semi-proper animations.

Allows backstabs with all weapons.
This component allows backstabbing for any melee weapon for any class or kit capable of backstabbing. This does not allow thieves to equip weapons that they could not originally. For maximum compatibility, install this component after any mods that add new weapons or alter existing ones.

All classes get equal hit point bonuses for constitution. Regeneration rates increased all around.
This component makes Constitution a much stronger stat for non-warrior classes by granting full hit point bonuses to all classes.

Additionally, this component also greatly increases high-constitution regeneration rates as well as giving slow regeneration to lower constitution values. CON-based Regeneration has always felt a little too slow to be useful and this was my attempt to make the effect much more noticeable. Also, as a player who tries to rest sparingly, slow regeneration makes resting between area transitions less necessary while not affecting combat. This will also hopefully also reduce cases of ‘resting for 3 days and 16 hours’ for those who play with ‘rest until fully healed’ enabled.

As an addendum: Dragon Disciples will absolutely LOVE this change.

The revised table for Constitution is shown below:

 

Grants bonus spell slots based on stats for the Mage, Sorcerer, Ranger, Paladin, Bard and Shaman.
This component makes the mental ability scores of Intelligence, Wisdom and Charisma more persistently valuable to spellcasters, giving them extra spell slots per ability point. The amount per point are as follows:

Mages (Intelligence) and Sorcerers (Charisma)

17: +1 Level 1, 2
18: +1 Level 1, 2, 3, 4, 5
19: +1 Level 3, 4, 6
20: +1 Level 1, 2, 7
21: +1 Level 3, 4, 5, 6, 8
22: +1 Level 1, 2, 5, 7, 9
23: +1 Level 1, 3, 6, 8
24: +1 Level 2, 3, 4, 5, 6, 7, 9
25: +1 Level 4, 5, 7, 8, 9

Rangers and Paladins (Wisdom)

14-15: +1 Level 1
16-17: +1 Level 2
18: +1 Level 3
19: +1 Level 1, 4
20: +1 Level 2
21: +1 Level 3
22: +1 Level 4
23-24: +1 Level 1, 2
25: +1 Level 3, 4

Bards (Charisma):

17: +1 Level 1, 2
18: +1 Level 1, 2, 3
19: +1 Level 4
20: +1 Level 1, 5
21: +1 Level 2, 3
22: +1 Level 3, 4, 6
23: +1 Level 4, 5
24: +1 Level 5, 6
25: +1 Level 6

Shamans (Charisma):

17: +1 Level 1, 2
18: +1 Level 1, 2, 3, 4, 5
19: +1 Level 3, 4, 6
20: +1 Level 1, 2, 7
21: +1 Level 3, 4, 5, 6
22: +1 Level 1, 2, 5, 7
23: +1 Level 1, 3, 6
24: +1 Level 2, 3, 4, 5, 6, 7
25: +1 Level 4, 5, 7

Modifies the HLAs Resist Magic, Critical Strike, War Cry
These three High Level Abilities are, in my opinion, poorly implemented. War Cry has a pathetic effect, Resist Magic has anti-synergy with spells and equipment, and Critical Strike is abused with high APR which overshadows Whirlwind Attack. As such, I’ve changed all three abilities significantly:

Resist Magic
This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 5 rounds, the warrior gains a +10 bonus to all saves. In addition, the warrior absorbs the next 20 spell level’s worth of spells cast upon them. The saving throw bonus always persists for the full duration.

Critical Strike
A high-level warrior’s intimate knowledge of vital spots on opponents allows them to, once per day, concentrate their next attack to strike a vital area. With this ability, the warrior’s next attack is a natural 20, a critical hit that deals 4x damage (2x against enemies immune to critical hits).

War Cry
With a War Cry, the warrior lets out an invigorating roar, healing their hit points to full in addition to removing fatigue and restoring drained levels.

Makes a couple interactions more convenient for the player.
Allows the player to get the reputation bonus from Officer Vai without giving up the ability to sell scalps. Talking to Brage no longer forces the party to teleport back to Nashkel.

Removes the 90% physical resistance from Candlekeep’s rats.
Makes Candlekeep’s worst sidequest more bearable, especially in Legacy of Bhaal mode.

Allows the player to acquire items that previous required evil actions.
Soul Reaver and Girdle of Frost Giant Strength: The morally upright players may attempt to desecrate the shrine to Demogorgon to draw the attention of the Demon Knights instead of offering up a living sacrifice. Beware though, a transgression against the Prince of Demons will not go unpunished. Non-evil clerics and paladins get a safer alternative.

Silver Pantaloons: After freeing Lady Elgea, the party will receive the Silver Pantaloons from a messenger after three days.

Deck of Many Things: After playing the game with Aesgareth the cambion, assuming a peaceful resolution, he may be persuaded to trade the deck… for a rather steep price, naturally.

Removes annoying micromanagement.
Not much explanation required I hope. The Cloak of Dragomir only decreases its wearer’s stats while standing in daylight. Hexxat will also auto-equip the cloak when necessary if it is in her inventory.

Stat Bonuses for EENPCs

Grants stat bonuses to the EENPCs in BG2 (except Hexxat).
This component gives a boost to the stats of the EENPCs, in line with the returning BG1 party members.

Rasaad: +1 Strength, Dexterity, Constitution
Neera: +2 Constitution, +1 Intelligence
Dorn: +1 Dexterity, +2 Charisma

Gives abilities to the plot items that stay in the inventory.
This component (originally its own mod) gives special abilities to the Mask of King Strohm III, Shadow Dragon Wardstone and Symbol of Amaunator.

Faster Troll Unconsciousness

Makes killing trolls less annoying.
This component modifies the troll’s near death mechanic to make them fall over a lot faster than usual.

Restores the reputation increase sound for BG2.
This component brings the reputation increase jingle from BG:EE into BG2:EE.

Adds character record text for all races.
This component adds text to the character record screen for all races in the game. This does not enable any new races for character creation, but should you use an editor or mod to add a non-playable race to your party, it will be named in the records screen and any race references in dialogue.

Changes the unarmored thief avatar.
This component restores the hoodless avatars for unarmored thieves from vanilla BG2. Options for each race can be chosen individually.

Adds a bit more life into IWD.

One of the biggest flaws of IWD in my opinion, as inconsequential as it is to gameplay, is the complete silence of the majority of NPCs in the game due to their lack of soundsets, which in my opinion hurts the atmosphere of the game. This component injects some of the BG soundsets to most of the appropriate NPCs in the game, save for a few already-voiced characters (e.g. Hrothgar, Arundel). I’ve tried to use as wide a range of voices as possible so nothing sounds too repetitive.

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