Improved Archer Kit

A mod for BG2, BGT, BG:EE, BG2:EE, EET and IWD:EE that improves the Archer kit and adds related kits for fighters, paladins and thieves.

Author: Argent77


Overview

The original Archer kit does not scale very well with progressing levels. While the kit is very strong in the earlier parts of the game, it becomes less useful compared to 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.

The mod is available for BG2, BGT, BG:EE, BG2:EE, EET (Enhanced Edition Trilogy) and IWD:EE.


Visit the SHS Forums or the Beamdog Forums if you have questions, or download the latest version from GitHub.

Installation

This is a WeiDU mod, that means it is very easy to install. Simply unpack the zip file into the installation directory of your game and run either "setup-A7#ImprovedArcher.exe" (Windows) or "setup-A7#ImprovedArcher.command" (macOS). 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.

To uninstall, run "setup-A7#ImprovedArcher.exe" or "setup-A7#ImprovedArcher.command" again and follow the prompts.


Note for Siege of Dragonspear (SoD)

GOG and Steam both install the Siege of Dragonspear expansion in a way that is not moddable out of the box. You must install a mod called DLC Merger on your SoD installation before this or any other WeiDU-based mods can be installed.


Compatibility

There are no compatibility issues known so far. However, the name of the thief kit "Sharpshooter" is also used by a similar kit from the mod "Song & Silence" which results in two identical kit entries to choose from if both components are installed at the same time.

Note: It is not recommended to use more than one mod that overhauls the original Archer kit at a time.

Mod Components

  1. Improved Archer Kit (for BG2, BGT, BG:EE, BG2:EE, EET and IWD:EE)

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

    The detailed kit description can be found further below.

  2. Add fighter kit: Marksman (for BG2, BGT, BG:EE, BG2:EE, EET and IWD:EE)

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

    The detailed kit description can be found further below.

  3. Add paladin kit: Bow Knight (for BG2, BGT, BG:EE, BG2:EE, EET and IWD:EE)

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

    The detailed kit description can be found further below.

  4. Add thief kit: Sharpshooter (for BG2, BGT, BG:EE, BG2:EE, EET and IWD:EE)

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

    The detailed kit description can be found further below.

  5. Add +4 arrows, bolts and powerful bows to the game (for BG2, BGT, BG2:EE, EET and IWD:EE)

    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.

    BG2, BGT, BG2:EE and EET:

    • 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 several bows as well as a few +4 arrows and bolts to Conlan's shop in Kuldahar after reaching chapter 2 and 4.

    Since there is a lack of good shortbows in IWD:EE, this component also distributes several powerful shortbows across various maps and stores of the main game as well as the Heart of Winter expansion.

All components can be installed independently.

Detailed Descriptions


Kit Descriptions

Improved Archer Kit

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 level 13 and 18.
  • May achieve Grandmastery (5 slots) in longbows, shortbows, and crossbows.
  • May use Rooting Shot ability once per day every 4 levels, starting at level 4. Can not be used together with other shot abilities.
  • May use Power Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities.
  • May use Explosive Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities.
  • May use Create Blessed 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: 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.

Fighter kit: Marksman

The Marksman is the epitome of skill with any ranged weapon - the ultimate marksman, able to make almost any shot, no matter how difficult. To become so skilled with their ranged weapon of choice, the Marksman 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, crossbows, darts and slings.
  • May use Rooting Shot ability once per day every 4 levels, starting at level 4. Can not be used together with other shot abilities.
  • May use Power Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities.
  • May use Explosive Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities.
  • May use Produce Reinforced 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 Marksman:

  • 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 Marksman:

  • 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 Marksman:

  • 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.


PRODUCE REINFORCED AMMUNITION: Create one score of specially prepared arrows, bolts or bullets. Number of scores doubles at level 16.

  • 4th level: +1 enchantment, +1 to hit rolls, cumulative -1 AC penalty for two rounds if failed save vs. Death.
  • 8th level: +2 enchantment, +2 to hit rolls, cumulative -1 AC and -1 THAC0 penalties for two rounds if failed save vs. Death.
  • 12th level: +2 enchantment, +2 to hit rolls, cumulative -2 AC and -2 THAC0 penalties for two rounds if failed save vs. Death, knockback if failed save vs. Breath.
  • 16th level: +3 enchantment, +3 to hit rolls, cumulative -2 AC and -2 THAC0 penalties for two rounds if failed save vs. Death at -2 penalty, knockback and stun for one round if failed save vs. Breath.
  • 20th level: +4 enchantment, +4 to hit rolls, cumulative -3 AC, -3 THAC0 and -1 strength penalties for two rounds if failed save vs. Death at -2 penalty, knockback and stun for one round if failed save vs. Breath at -2 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.



Disadvantages:

  • May not wear any metal armor.
  • May only become Specialized (two slots) with melee weapons.
  • May only allocate one slot in any fighting style.

Paladin kit: Bow Knight

The Bow Knight is the epitome of skill with any ranged weapon - the ultimate marksman, able to make almost any shot, no matter how difficult. To become so skilled with their ranged weapon of choice, the Bow Knight 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, crossbows and slings.
  • May use Rooting Shot ability once per day every 4 levels, starting at level 4. Can not be used together with other shot abilities.
  • May use Power Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities.
  • May use Evoke Blessed 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 Bow Knight:

  • 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 Bow Knight:

  • 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.

EVOKE BLESSED AMMUNITION: Conjure a specially prepared arrow, bolt or bullet blessed by the Bow Knight's worshipped god 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 1d6 magic damage vs. undead, demons, and devils.
  • 8th level: +1 enchantment, +2 to hit rolls, additional 1d6+2 magic damage vs. undead, demons, and devils, blindness for two rounds vs. undead, demons, and devils if failed save vs. Spell.
  • 12th level: +2 enchantment, +2 to hit rolls, additional 1d6+4 magic damage vs. undead, demons, and devils, slow for two rounds vs. undead, demons, and devils if failed save vs. Spell.
  • 16th level: +3 enchantment, +3 to hit rolls, additional 1d6+6 magic damage vs. undead, demons, and devils, slow and blindness for two rounds vs. undead, demons, and devils if failed save vs. Spell at -2 penalty.
  • 20th level: +4 enchantment, +4 to hit rolls, additional 1d6+8 magic damage vs. undead, demons, and devils, hold for two rounds vs. undead, demons, and devils if failed save vs. Spell at -2 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.


Disadvantages:

  • May not wear any metal armor.
  • May only become Proficient (one slot) with melee weapons.
  • May only allocate one slot in any fighting style.

Thief kit: Sharpshooter

The Sharpshooter is the epitome of skill with any ranged weapon - the ultimate sniper, able to make almost any shot, no matter how difficult. To become so skilled with their ranged weapon of choice, the Sharpshooter has had to sacrifice some of his thieving skills.


Advantages:

  • +1 bonus to hit and damage rolls with any missile weapon every 5 levels.
  • +1 bonus to armor class vs. missile weapons every 8 levels.
  • +5% chance to score a critical hit at level 18.
  • May achieve Grandmastery (5 slots) in shortbows, crossbows, darts and slings.
  • May use Rooting Shot ability once per day every 4 levels, starting at level 4. Can not be used together with other shot abilities.
  • May use Explosive Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities.
  • May use Craft Endowed 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 Sharpshooter:

  • 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.

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 Sharpshooter:

  • 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.


CRAFT ENDOWED AMMUNITION: Create one score of specially prepared arrows or bolts. Number of scores doubles at level 16.

  • 4th level: +1 enchantment, +1 to hit rolls, cumulative -1 AC penalty for two rounds if failed save vs. Death.
  • 8th level: +2 enchantment, +2 to hit rolls, cumulative -2 AC penalty for two rounds if failed save vs. Death, additional 1 HP per second bleeding damage for one round vs. animals, humanoids and giant humanoids if failed save vs. Death.
  • 12th level: +2 enchantment, +2 to hit rolls, cumulative -2 AC and -2 THAC0 penalty for two rounds if failed save vs. Death, additional 1 HP per second bleeding damage for one round vs. animals, humanoids and giant humanoids if failed save vs. Death.
  • 16th level: +3 enchantment, +3 to hit rolls, cumulative -2 AC and -2 THAC0 penalty for two rounds if failed save vs. Death, additional 2 HP per second bleeding damage for one round as well as blindness for two rounds vs. animals, humanoids and giant humanoids if failed save vs. Death.
  • 20th level: +4 enchantment, +4 to hit rolls, cumulative -2 AC and -2 THAC0 penalty for two rounds if failed save vs. Death at -2 penalty, additional 4 HP per second bleeding damage for one round as well as blindness for two rounds vs. animals, humanoids and giant humanoids if failed save vs. Death at -2 penalty.

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:

  • 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, Monk


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, Monk, Bard

Credits

Writing, coding & testing: Argent77

Incorporated ideas from "Universal Archer Kit" by semiticgod

French translation: Gwendolyne

Italian translation: Aedan

Polish translation: Cahir

Russian translation: Saigon1983, JamesMaxwell


Copyright Notice:
Creative Commons License

"Improved Archer Kit" is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Version History

Version 4.0

Version 3.2

Version 3.1

Version 3.0

Version 2.4

Version 2.3

Version 2.2

Version 2.1

Version 2.0

Version 1.0