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Baldurs Gate II: SoA/ToB Subrace Mini-Mod Pack Version 0.76 TRB Beta By Welverin (Welverin@wp.

pl) TABLE OF CONTENTS: 1,About 2.Installation 3.Brief informations about subraces 4.Thanks 5.Legal informations I'm not too good at writing readmes so I'll keep this as short as possible. 1.ABOUT This release of Subraces Mini-Mod Pack adds the following components to BGII: Subraces: a)Humans: Aasimar and Tiefling b)Elven: Gold, Moon, Sylvan, Wild, Snow and Drow. c)Dwarven: Gold, Shield, Deep, Duergar, Sundered, Gully and Derro (cross-breed). d)Gnomish: Rock, Forest, Tinker and Svirfneblin. e)Halfling: Hairfoot, Stout, Tallfellow, Kender, Athaslan, Furchin and Ghostwise . f)Half-Elves: Gold, Moon, Sylvan, Wild, Snow and Drow. It's pre-release so it may have some bugs. In addition in this release I haven't used all ideas I have. If, while using this mini-mod, you will find any bugs please report them to me b y: e-mail: Welverin@wp.pl or post information on Chosen of Mystra Forums. 2.INSTALLATION BGII is required. ToB is optional but recommended. Unzip the main ZIP file into your BGII main directory. This is normally: C:\Program Files\Black Isle\BGII - SoA\ Run (click on) "Setup-Subrace.exe". There are no translations avalible in this release. Sorry. Then choose which components you would like to install. You may always uninstall them later by re-running "Setup-Subrace.exe". You do *not* need to start a new game to take advantage of anything you installed. The components should install correctly for international players who have both DIALOG.TLK and DIALOGF.TLK. 3.BRIEF INFORMATIONS ABOUT SUBRACES This is a list of modifications made by my mod. Note that orginal bonuses which are in game already are not included here so if you see an elven subrace which g ives -1 to constitution then in total if you pick this subrace your character wi

ll have -2 to constitution. Human: Aasimars: +2 Wis +2 Cha Infravision Acid Resistance 50% Cold Resistance 25% Electricity Resistance 25% Sunscorch 1/per day Requires 10% more experience points to level-up. Tieflings: +2 Int +2 Dex -2 Cha Infravision Fire Resistance 25% Cold Resistance 50% Electricity Resistance 25% Darkness 1/per day Requires 10% more experience points to level-up. Elven: Gold Elves: +2 Int -1 Con (-2 in total) -1 Str +2 Saves vs. Spells +2 Saves vs. Wands Immunity to sleep- and charm-related spells. Requires gather 15% more experience points to level-up. Moon Elves: +2 Saves vs. Spells +2 Saves vs. Wands Immunity to sleep- and charm-related spells. Sylvan Elves: +1 Str -1 Cha +2 Saves vs. Spells +2 Saves vs. Wands Immunity to sleep- and charm-related spells. Wild Elves: +1 Dex +1 Con -2 Int +2 Saves vs. Spells +2 Saves vs. Wands Immunity to sleep- and charm-related spells. Snow Elves: +1 Str +1 Con -2 Wis

+1 Thac0 with Missile weapons Cold Resistance 10% They can set special elven snare 1/per day Immunity to sleep- and charm-related spells. Requires 15% more experience points to level-up. Drow Elves: Male: +1 Dex +1 Int -2 Cha Female: +1 Dex +1 Int +2 Cha Both: 50% magic resistance on first level which increases by +2% on every level to max imum 80%. Innate abilities: 2xFaerie Fire 2xDarkness. On 4th level drow can cast 2xLevitat e 2xKnow Alignment. On 4th level drow priests recive 2xKnow Alignment 1xClairvoy ance 1xSuggestion 1xDispel Magic and 1xLevitate. -4 to party reputation. Bright light (sun light) causes the drow to suffer, temporarily: -2Dex -2Thac0 2 to all saves and blindness for one round (save with -10 mod to not suffer blin dness). If the drow spends more than two weeks away from the subterranean caverns of the Underdark, the special advantages fade at the rate of one power a day. This pro cess can be halted and the powers regained if the drow returns to the Underdark and spends there enough time. Immunity to sleep- and charm- related spells. Requires 20% more experience points to level-up. Dwarven: Gold Dwarfs: (max: dex 17, cha 17) -1 Cha +1 to Thac0 against orcs and goblinoids. +4 to AC against giants. +1 Saves vs. Spells, Wands, Death per every 3,5 point of Constitution. Shield Dwarfs: (max: dex 17, Cha 16) -1 Cha +1 to Thac0 against orcs and goblinoids. +4 to AC against giants. +1 Saves vs. Spells, Wands, Death per every 3,5 point of Constitution. Deep Dwarfs: (max: dex 16, Cha 15) -1 Dex -2 Cha +1 Con +1 to Thac0 against orcs and goblinoids. +4 to AC against giants. +1 Saves vs. Spells, Wands, Death per every 3,5 point of Constitution. +1 Saves vs. Spells, Wands, Death in addition to above bonuses. Deep dwarves suffer a -1 penalty to thac0 and saves in bright sunlight. Requires 10% more experience points to level-up. Duergars: (max: Dex 17, Int 16, Cha 15) -2 Cha +1 Con +4 to AC against giants.

+1 Saves vs. Spells, Wands, Death per every 3,5 point of Constitution. Poison Resistance 100% Immunity to paralysis Invisibility 1/per day Enlarge 1/per day (not fully tested) Bright light (sun light) causes the drow to suffer, temporarily: -2Dex -2Thac0 2 to all saves. Requires 20% more experience points to level-up. Sundered Dwarfs: (max: Dex 17, Int 16, Cha 16) -1 Cha +1 Con +1 Str +1 to Thac0 against orcs and goblinoids. +4 to AC against giants. +1 Saves vs. Spells, Wands, Death per every 3,5 point of Constitution. Claustrophobic:Sundered dwarves are claustrophobic. A sundered dwarf must roll a successful saving throw vs. death in order to overcome his fear of the undergro und. Once underground he must make a saving throw each day. If he fails, he will want to leave the underground by the most direct route. Underground, a sundered dwarf attacks with a -2 penalty to his rolls. Should he fail his claustrophobic saving throw, the penalty increases by -1 for each addit ional day he stays underground. If he fails to reach open air, he may attempt fu rther saving throws each day to overcome his claustrophobia. These saving throws are made at the same penalty as the dwarf's current attack roll penalty. Gully Dwarf: (max: Dex 18, Con 16, Int 12, Wis 14, Cha 12) -2 Cha +1 Str +1 Dex +1 to Thac0 against orcs and goblinoids. +4 to AC against giants. +1 Saves vs. Spells, Wands, Death per every 3,5 point of Constitution. Govel:A gully dwarf may attempt to grovel. Any time he is in a dangerous situati on and is not immediately engaged in melee, he may throw himself on the mercy of his attacker, or faint in the hope that he will be ignored in the ensuing melee . This causes his opponents to make a saving throw vs. magic. If they are succes sful they may attack the gully dwarf. If they fail they may not attack him for 1 d6 rounds, but they may restrain him or tie him up. The saving throw is modified by the gully dwarf's level as shown on the Groveling Table. Groveling Table Level 1-4 5-8 9-12 13+ Modifier 0 -2 -3 -5

Derro (cross-breed): -4 Cha +1 Con +4 Dex -2 Str +2 to Thac0 against orcs and goblinoids. +4 to AC against giants. +2 Saves vs. Spells. +2 Saves vs. Death. Magic Resistance 70%

Immunity to magical blindness (still can be blinded by very intense sun light). Derro suffers -1 Con for every hour spent in bright sun light (he can die from i t). Regains one point of Con for every day spent in darkness. Thieving Skill Adjustments: Skill Pick Pockets Open Locks Find/Remove Traps Move Silently Hide in Shadows Gnomes: Rock Gnome: +1 Int -1 Wis +1 Thac0 +2 Thac0 against kobolds and goblins +1 to AC +2 to AC against giants +2 Saves vs.Spells +20% Hide in Shadows If INT is greater than 10, the 'Spook' spell is given as an innate ablility. Forest Gnome: +1 Dex -1 Str -1 Int +1 Wis +4 to AC +1 to Thac0 +2 to Thac0 against kobolds, goblins and orcs. +20% to Hide in Shadows +2 Saves vs. Spells Pass Without Trace 1/per day If INT is greater than 10, the 'Spook' spell is given as an innate ablility. Svirfneblin: +1 Dex +1 Wis -1 Int -2 Cha +2 to all saves +8 to AC +1 to Thac0 +10% to Hide in Shadows +2 to Thac0 against kobolds and goblins Non-Detection (permanent) Innate abilities: Blindness and Blur (1/per day). If INT is greater than 10, the 'Spook' spell is given as an innate ablility. Magic Resistance 20%, increases +2% per level up with a max of 50% Requires 20% more experience to level-up. Halflings: Lightfoot: +1 Dex -2 Str Hill --+10% +15% ----Mtn. Deep Duergar --+5% +5% +10% ----+15% +10% +10% ----+10% --+5% +5% Sundered --+5% +10% +5% +5% Gully +10% -5% +5% ---5%

+1 to AC +1 to Thac0 +1 to Thac0 with missile weapons. +1 to all saves +20% to hide in shadows +10% to stealth Tallfellows: +1 Dex -2 Str +1 to AC +1 to Thac0 +1 to Thac0 with missile weapons. +1 to all saves +20% to hide in shadows +10% to detect illusion Deep Halflings: +1 Dex -2 Str +1 to AC +1 to Thac0 +1 to Thac0 with missile weapons. +1 to all saves +20% to hide in shadows / +40% in dungeons Ghostwise Halflings: +1 Dex -2 Str +1 to AC +1 to Thac0 +1 to Thac0 with missile weapons. +25% to hide in shadows and stealth Half-Elves: Half-Gold Elves: +1 Int -1 Con Half-Moon Elves: No changes other than the subrace is detectable. Half-Sylvan Elves: +1 Dex -1 Cha Charm Animal 1/per day Half-Wild Elves: +1 Str -1 Cha Half-Snow Elves: +1 Con -1 Cha Cold Resistance 5% Half-Drow Elves: +1 Dex -1 Cha

+1 Save vs. Spells -6 to party reputation Magic Resistance 10%, increases by +5% on every level up to 60%. Innate abilities: Faerie Fire and Darkness 1/per day or 2/per day if half-drow i s a mage or sorcerer. Bright light (sun light) causes the drow to temporarily suffer -1 to thac0. If a half-drow spends more than two weeks away from the subterranean caverns of the Underdark, the special advantages fade at the rate of one power a day. This process can be halted and the powers regained if the drow returns to the Underda rk and spends enough time there. 4.THANKS The Subrace Mini-Mod Pack was written using a number of excellent utilities: DLTCEP http://www.dragonlancetc.com/forums/index. php?board=9;action=display;threadid=19 Near Infinity http://www.idi.ntnu.no/%7Ejoh/ni/ WeiDU http://www.cs.berkeley.edu/~weimer/bgate/# weidu I recommend them all. Thanks to Simding0 for his help in Drow script and his great Scripting Guide. Thanks to Avenger for solving many of my problems and answering my sometimes stu pid questions. Thanks to Japheth for his help with my WeiDU problems. Thanks to hlidskiaf, Max, and Weimer for their very helpfull advices. Thanks to Soulbringer for her bug reports and beta testing. Thanks to icelus for his bug reports and advertising campaign ;) Thanks to Trite for being the bestest speel checkar EVAR!!!!!111 4. LEGAL INFORMATION BALDUR'S GATE II: SHADOWS OF AMN, BALDUR'S GATE II: THRONE OF BHAAL: 2000, 2001 Bioware Corp. All Rights Reserved. ICEWIND DALE, ICEWIND DALE: HEART OF WINTER, TRIALS OF THE LUREMASTER: 2000, 200 0, 2001 Interplay Productions. All Rights Reserved. PLANESCAPE: TORMENT & DESIGN: 1999 Interplay Productions. All Rights Reserved. Bioware Infinity Engine: 1998 Bioware Corp. All Rights Reserved. BALDUR'S GATE, TALES OF THE SWORD COAST: 1998, 1999 BioWare Corp. All Rights Res erved. Baldur's Gate, Icewind Dale, Torment, Planescape, the Planescape logo, Forgotten Realms, the Forgotten Realms logo, Advanced Dungeons & Dragons, the AD&D logo, and the TSR logo are trademarks of TSR, Inc., a subsidiary of Wizards of the Coa st, Inc, and are used by Interplay under license. All Rights Reserved. Interplay , the Interplay logo, Black Isle Studios, the Black Isle Studios logo, and "By G amers, For Gamers." are trademarks of Interplay Productions. All Rights Reserved . The BioWare logo is the trademark of BioWare Corp. All Rights Reserved. All other trademarks and copyrights are the property of their respective owners.