Skip to content
Spirit Hunter - A Wild Hunt inspired shaman kit that focuses on using short bows. For BGEE / BG2EE / EET
Branch: master
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Permalink
Type Name Latest commit message Commit time
Failed to load latest commit information.
SpiritHunter
README.md readme update Mar 16, 2019
Setup-SpiritHunter.exe

README.md

Spirit Hunter

A Wild Hunt inspired shaman kit that focuses on using short bows.

For BG:EE, BG2:EE, EET, IWD:EE(untested)

Warnings and Notes:
-With the removal of Multi-Shot arrows the kit is far less overpowered now than it used to be but probably still on the high end of the power scale.
-This kit is build for use by player1 (the protagonist in a single player game, first slot in multi-player sessions) only, using it for other party members will result in bugs/not work properly) **

Spirit Hunters are equal parts Shaman and Hunter. They are skilled marksmen and can use their Shamanic Dance to summon a Spirit Hound to aid them on their hunt.

CLASS FEATURES:

  • May only wear leather, studded leather, and hide armor.
  • May not equip shields larger than bucklers.
  • May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow.
  • May achieve Grandmastery (five slots) with short bows but only become Proficient (one slot) in any other weapon class.
  • At level one and for every four levels of experience receives a 1 point increase to hit and damage with ranged weapons.
  • Attacks gain a passive enchantment bonus, starting at +1 and increasing every four levels of experience up to +5 at level 16.
  • May cast druidic spells.
  • Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization.
  • Gains immediate access to a number of Spirit Hunter-specific spells, which can be cast like any other: Mark of the Hunt, Imbued Shot - Frost, Ether Step, Imbued Shot - Silence, Hunter's Gaze, Imbued Shot - Blood Drinker, Ether Walk
  • Gains use of the Detect Illusion skill with 20% points as a base and an 4 points per level, up to a maximum of 100% at level 20.
  • A Spirit Hunters' 'Shamanic Dance' does not summon normal spirits but instead calls a Spirit Hound to assist the Shaman.
  • Does not gain bonus spells per day from high Wisdom.
  • May not dual-class or multi-class.
  • Hit Dice: d8

SHAMANIC DANCE: The Spirit Hunter can call a Spirit Hound from the Ethereal Plane to assist <PRO_HIMHER> on <PRO_HISHER> hunt. The Spirit Hound will form a bond with the Shaman and become <PRO_HISHER> permanent companion. If slain, the Spirit Hound will return to the Ethereal Plane until re-summoned by the Spirit Hunter.

SPIRIT HOUND COMPANION:
Base Stats:
HP: 16 / AC: 5 / Thac0: 18 / Attacks Per Round: 1 / Cold and Phys. Resistance: 20% / All Saves: 16 / Regeneration: 1 HP Per Round Immune to mind altering effects, level drain, maze and imprisonment. Can see invisible creatures.

Attack:

  • Level 1: 1d3 piercing + 1d3 cold, +1 enchantment
  • Level 6: 1d3 piercing + 1d3 cold, +2 enchantment
  • Level 12: 1d5+2 piercing + 1d5 cold, +3 enchantment
  • Level 18: 2d5+4 piercing + 1d5 cold, +4 enchantment
  • Level 24: 2d5+6 piercing + 1d5 cold, +3 enchantment

Gains:

+8 HP, +1 Thac0 (up to a base Thac0 of 0), 1% Cold and Phys. Resistance per level of experience and additional bonuses at levels 6, 12, 18 and 24.

  • At level 6: +1 Attack Per Round, +3 AC, +4 to All Saves
  • At level 12: +2 AC, +4 to All Saves
  • At level 18: +1 Attack Per Round, +6 Thac0, +2 AC, +4 to All Saves
  • At level 24: +1 Attack Per Round, +4 Thac0, +2 AC, +4 to All Saves

Gains a level whenever the Spirit Hunter does.

Spell Overview:

Mark of the Hunt
Level: 1
Sphere: Illusion
Range: 40
Duration: 1 turn
Casting Time: 1
Area of Effect: Target
Saving Throw: Spell

The target is outlined in magical light, purging any invisibilty effects. If the target fails a saving throw vs. spell it will continue to glow for the next turn, suffering a -2 penalty to its AC and becoming unable to turn invisible.

Imbued Shot - Frost
Level: 2
Sphere: Enchantment
Range: Special
Duration: Special
Casting Time: 1
Area of Effect: Caster
Saving Throw: Spell partial

This spell imbues the caster's bow with frost magic. The spell will travel with any arrow released by the caster's bow but only take effect once, on the first successful hit made during its duration. In addition to its normal effects the imbued arrow inflicts 1d4 points of cold damage and slows the target for one round unless a save vs spell is made. For every two extra levels of experience the arrow deals an additional 1d4 cold damage and the target receives a -1 save penalty, up to 5d4 damage and a -4 penalty at 9th level.

Note: Only one Imbued Shot effect can be active at a time. Casting another Imbued Shot spell will remove the previous spell's magic from the bow.

Ether Step
Level: 3
School: Invocation
Range: Personal
Duration: Instant
Casting Time: 0
Area of Effect: Caster
Saving Throw: None

This spell allows the caster to take a quick step into the Ethereal Plane and re-emerge almost instantly at any point within <PRO_HISHER> visual range.

Imbued Shot - Silence
Level: 4
Sphere: Enchantment
Range: Special
Duration: Special
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

This spell imbues the caster's bow with magical silence. The spell will travel with any arrow released by the caster's bow but only take effect once, on the first successful hit made during its duration. In addition to its normal effects the imbued arrow silences the target for one turn.

Note: Only one Imbued Shot effect can be active at a time. Casting another Imbued Shot spell will remove the previous spell's magic from the bow.

Hunter's Gaze
Level: 5
Sphere: Divination
Range: Personal
Duration: 2 turns
Casting Time: 6
Area of Effect: Personal
Saving Throw: None

For the duration of the spell the caster is immune to blindness and can see through invisibility, allowing <PRO_HIMHER> to target invisible creatures with spells and ignore attack penalties for attacking invisible targets.
//Note: Needs EEex for full funcionality

Imbued Shot - Blood Drinking
Level: 6
Sphere: Enchantment
Range: Special
Duration: Special
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

This spell imbues the caster's bow with a Blood Drinking spell. The spell will travel with any arrow released by the caster's bow but only take effect once, on the first successful hit made during its duration.
In addition to its normal effects, targets hit by the imbued arrow will take 1d4 poison damage instantly and another 1d4 poison damage every two seconds for two rounds. The caster is healed for all damage done.

Note: Only one Imbued Shot effect can be active at a time. Casting another Imbued Shot spell will remove the previous spell's magic from the bow.

Ether Walk
Level: 7
Sphere: Invocation
Range: Personal
Duration: 2 rounds
Casting Time: 0
Area of Effect: Caster
Saving Throw: None

This spell allows the caster to enter the Ethereal Plane, rendering <PRO_HIMHER> incorporeal.
For the next two rounds, the caster can not be attacked, attack, cast spells or perform a shamanic dance. During this time, <PRO_HESHE> also can not be perceived by other creatures and moves at four times <PRO_HISHER> normal speed.

Note: Ether Step can not be used while under the effects of Ether Walk

HLA Overview:

Ether Stalker
The most wise and powerful of the Spirit Hunters are able to send their arrows and spells back to the Material Plane while they themselves remain safely on the Ethereal Plane.
This passive ability allows a Spirit Hunter to attack and cast spells while Ether Walk is active but reduces <PRO_HISHER> damage by half during that time.

Sharpshooter
Increases the critical hit chance of ranged attacks by 10%. This passive ability can be selected up to 5 times.

Master Archer
An experienced Spirit Hunter's speed and precision can compete with even the best archers of the realms. This passive ability grants two additional attacks per round.

Requires: Sharpshooter

Dire Fangs
The Shaman's Spirit Hound companion becomes even more powerful, gaining an additional 10% critical hit chance.

This passive ability can be selected up to 5 times.

Leader Of The Pack
Once a Spirit Hunter's companion has become powerful enough, it can call additional Spirit Hounds from the Ethereal Plane.

This ability grants the Leader Of The Pack spell to the shaman's Spirit Hound companion. It can be selected multiple times.

Leader Of The Pack
Level: Epic
School: Conjuration
Range: Long
Duration: 5 turns
Casting Time: 4
Area of Effect: Special
Saving Throw: None

The Spirit Hound calls forth four additional Spirit Hounds until the spell expires or the leading Spirit Hound returns to the Ethereal Plane.
Each hound has 18 hit dices and will follow the commands of the Spirit Hunter.
This spell can only be used once every 5 turns or if the Spirit Hound companion is re-summoned.

Requires: Dire Fangs

You can’t perform that action at this time.