thebleakcabal
thebleakcabal
The Bleak Cabal
594 posts
'For someone to join the Cabal, he or she (or it) has got to do three things: quit looking for meanings, accept what happens, and look inward. There’s no meaning on the outside, so the question is, “Is there any meaning inside?”' A personal and fandom blog, without any particular focus. Expect more-than-occasional queerness.
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thebleakcabal · 5 months ago
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I wanted to do a spin on u/TheAgashi's kit challenge, but, you know. Get to use more kits. So this is an idea of what kits could suit each BGII NPC, drawing from all the pertinent 2e resources I could bring to bear. Any other suggestions welcomed.
BGI version here.
Three notes: first, for those who are or have not been 2e players that, to be honest, you were spoilt by BioWare. Even the worst BG kits are about on par with the best of tabletop in terms of cohesive narrative and interesting mechanics (which is all the more impressive in the confines of a videogame, honestly). This even goes for several cases where BioWare were directly adapting a tabletop kit. And it goes all the more so for early attempts to grapple with kits in e.g. The Complete Fighter's Handbook or The Complete Thief's Handbook. So ... occasionally, there might be struggles here to find something cool that works (and minor house rules may be needed), or you'll see that certain kits just look a bit sad mechanically.
Second, tabletop multi (or dual) classes are perfectly able to access kits. Sometimes I've used specific multi-class kits (e.g Jaheira now sports an F/D kit), and sometimes I've just given a kit for one of their classes (e.g. just because I've given Montaron a thief kit, that doesn't mean he's not still an F/T).
Third, technically specialist spellcasters - for wizards, specialists like evokers, necromancers &c; for priests, specialty priests like Dawnbringers of Lathander, Stormlords of Talos, &c.. - are not kits per se, but rather an entirely different class. (Indeed, 2e druids are more-or-less just "specialty priests of Nature"; if you've played BGI, you may also remember that Specialist Mage was in fact a separate class in character creation). They are free to use the kits of the appropriate class group above and beyond their speciality, unless the specialty specifically contravenes it, as some specialty priests may do. The priest kits in particular are mostly kind of bad and 2e concentrated on specialty priests as the "subclass" option fairly quickly, so I did consider just using them in some cases. However, a) a lot of the priests don't technically qualify for their god's specialty class; b) there are a number of god-specific kits that aren't full-on specialty priests which I could use, from Warriors and Priests of the Realms; c) this way I get to say I really did only pick kits.
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Imoen
Kit: Adventurer (thief) [The Complete Thief's Handbook]
The Adventurer is the jack-of-all-trades, the prototypical dungeon-delving thief. The Adventurer is not so much a thief as a character who takes adventage of the general thiefly skills on professional adventures into dungeon and wilderness.
Why: Imoen's skills in magic aren't particularly elaborated on, and her thief side mostly revolved around pranks, sneaking into places in Candlekeep she shouldn't be to read letters she shouldn't read, and amusing herself with pickpocketing allies. This is more or less the only kit that I think fits her, and it's the totally bland no-mechanics version that's just a reflavour of the true class.
Mechanics: As true class.
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Jaheira
Kit: Wilderness Avenger (Fighter/Druid) [The Complete Half-Elf - Dragon #214]
Where rangers protect people and natural creatures, Wilderness Avengers are merely trying to preserve the natural balance, and are not picky about how they do so. They allow some hunting and harvesting of wild animals and plants (DMs: Please use common sense in determining this), but if it upsets the balance of nature, Wilderness Avengers are not averse to using militant methods to stop it.
Why: It's a half-elf Fighter/Druid kit. That's kinda specific. And the next kit in the article is a half-elven Fighter/Mage kit. I have strong suspicions about Khalid and Jaheira's tabletop incarnations, let's say. Granted, it fits a bit better with her BGI characterisation, but that's not a flaw in itself. Also, there's not really a Harper kit per se - only a rather bad class - which could have been appropriate.
Mechanics: +1 attack bonus vs. unnatural creatures. 5% stealth bonus per level of highest class. Social reaction penalty in urban settings, may not specialise in weapon use.
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Minsc
Kit: Rashemaar Berserker (Fighter) [Spellbound box set]
Rashemaar berserkers are legendary fighters who can enter a mystical battle frenzy through various acts of self-hypnosis and the use of jhuild.
Why: Minsc is a Rashemaar Berserker. Shocking. To be honest, there are actually other options for Minsc. I strongly considered Feralan, his original tabletop incarnation's kit (and which was only just cut from BGII) - but Minsc is not a semi-human wildman raised by a pack of wild hamsters (???), just someone who's taken too many knocks to the head. The much less detailed Rashemaar Warrior kit provides a milder berserk form, and would let him stay a Ranger ... but I sacrificed that on the altar of letting Minsc actually potentially become an Ice Troll berserker in-game. (Plus Animal Handling is a recommended non-weapon proficiency for the Berserkers anyway).
Mechanics: Bonus Endurance non-weapon proficiency. Can go berserk - but this takes ten minutes/ten rounds of combat (so it's a super move before a big, known fight, usually). Get attack, damage, hp bonuses, immunity to various mind-control and hold effects, can't be easily knocked out by unarmed fighters. Penalties to Intelligence and Wisdom. While raging, must keep fighting until all enemies are down and is liable to see all kinds of things as "attacks" which may provoke him to turn on an ally. Can't be healed during rage, and collapses after it's done.
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Yoshimo
Kit: Lone Wolf (Ninja) [The Complete Ninja's Handbook]
The Lone Wolf ninja has no clan ... Most Lone Wolf ninja wander the world, selling their skills to a variety of employers and trying to keep a step ahead of their enemies. They usually pretend to be thieves or warriors.
Why: Bounty Hunter is fine. Obviously, he's trying to track someone down and bring them back: first Tamoko, then you. But a) that doesn't quite feel like it's fully expressive of his skills and attitude - especially those moments when you really see them without his happy-go-lucky cover personality, as in Spellhold; b) Tabletop Bounty Hunters are unbelievably boring and shit as a kit (+5% find remove traps, -5% climb walls, can use any weapon. "Special Benefits: None; Special Hindrances: None"). Lone Wolf brings out his isolation, his deception, and the fundamental realisation that his nemesis should have been someone different all along.
Mechanics: "The Lone Wolf ninja begins play opposed by a powerful campaign enemy, normally an entire clan, that will haunt him throughout his career ... Initially, a Lone Wolf will be far too weak to eliminate this enemy, but his is obligated to try to remove the threat once he's achieved a high enough level, learned enough information, and gained the help of other powerful adventurers."
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Aerie
Kit: Arcanist (Cleric/Mages) [The Complete Half-Elf - Dragon #214]
Because of a half-elf’s dual-world upbringing, many do not think along conventional lines. Thus, the Arcanist considers priestly magic and wizardry to be merely extensions of one another. The Arcanist considers himself to be a practitioner of an entirely different, more pure form of magic, and hopes to eventually attain mastery of all spells.
Why: Aerie is doubly forbidden from being one of Baervan's specialty priests, which exclude both non-gnomes and multi-classes. There's no Baervan priest kit. There are no elven cleric/mage kits (because that's a unique avariel ability). She doesn't qualify for any of the avariel kits, because she doesn't have wings. The Amnian wizard kit is all about commerce, so obviously unsuited. There's not really any great generic wizard or cleric kits that seem to fit her. I strongly considered Fugitive Slave, but its mechanics are a bit too closely tied to its base Fighter class (for an actual tabletop campaign, I would definitely have run with it and homebrewed the Fighter parts out).
In the absence of other options, I came down on either a Spelljammer Medicus (a priest especially devoted to healing) or yoinking the half-elven cleric/mage kit, and decided the latter was slightly more interesting and would stick with her character all the way through (whereas Medicus maybe doesn't fit Aerie after her post-Saradush/Haer'Dalis breakup attitude change). Also it's kind of cute to transpose a half-elf's "dual-world" upbringing into Aerie's elf-gnome upbringing.
Mechanics: Bonus Ancient History, Reading/Writing, Religion, Spellcraft non-weapon proficiencies. Cannot wear armour except elven chain. Bard-like legend lore ability to identify magic items. Social reaction penalty from all non-spellcasters.
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Anomen
Kit: Crusader of Helm (Crusader) [Warriors and Priests of the Realms]
Crusaders are priests of deities of war, combat, or conflict who stand the forefront of the fight for their faiths.
Why: Anomen is clearly plagued by issues in not wanting to make him a Paladin before his trial, and probably not being able to swap his class mid-game. Frankly, that's still an issue in tabletop, but we can sort of shortcut it a bit by making him a Crusader class. A singular class that can still kind of represent the whole fighter/cleric/paladin mixture that Anomen's mechanics and personality are struggling over, and which would have the ability to stand in and advance in a holy order. There's even a mechanic to alter their spell access between being Lawful and Chaotic. (There's also an outright falling mechanic - but since some of the intrigue to Chaotic Anomen is how he doesn't fall in Helm's eyes, we won't touch on that for now).
Mechanics: Is a Crusader - has warrior THAC0, full weapon and armour access, and access to warrior non-weapon proficiencies. Spells restricted to major spheres of all, combat, guardian, healing, war, wards, and Law or Chaos. Minor access to the protection and necromantic spheres. Some extra spells to help with long marches. Loses access to undead turning. As a Crusader of Helm, may cast an extra Guardian sphere spell per level and is much harder to ambush/surprise.
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Korgan
Kit: Battlerager (Dwarven Warrior classes) [The Complete Book of Dwarves]
The Battlerager fills a particular niche in dwarf society and culture. He is a fearless warrior, able to create an insane rage within himself which increases his fighting ability and distorts his physical features ... Being a psychopathic killer with an axe is a special hindrance in itself, particularly because he is a liabilty to himself and all who travel with him.
Why: Technically, Korgan doesn't qualify for this - at 12 INT, he's actually too smart to be a battlerager. But the tabletop berserker kit pretty much already got touched on with Minsc's mild Rashemaar variant, and this is a bit more interesting. (Arguably, the BG berserker kit is slightly closer to the Battlerager kit than to the actual tabletop berserker kit). Whilst he may be a mercenary, the violence seems to me to be Korgan's core focus, contra Kagain's love for money. And "psychopathic killer with an axe" is very Korgan.
Mechanics: Must specialise in both battle axes and warhammers. May not learn or use ranged weapons other than axes and warhammers. Bonus Endurance, Intimidation, Singing non-weapon proficiencies. Strong social reaction penalty with dwarves who can tell what he is, slightly weaker penalty with others.
Can being to enter a rage on feeling threatened or while engaged in combat. After five rounds of singing a battlesong (which he can spend fighting, moving, or anything else), the rage takes effect. During the rage, gets attack, damage, hp, and AC bonuses. Immune to charm and sleep spells, bonus against holding, confusion, and control spells. Immune to bare-handed knockouts. Does not know his own HP during the rage, and isn't informed of how much damage he's taking. Find out when he drops dead or the rage ends. Must fight until all opponents are dead; after all enemies are dead, will turn on allies. Can't take cover. Must make an intelligence save not to attack anyone who does something that might be interpreted as an attack. Can't be healed. Suffers penalties equal to the rage bonuses after the rage has ended, for as long as the rage lasts.
Rage can be interrupted before it begins by a silence spell (although the battlerager is compelled to attack the silencer). Whilst enraged, when the battlerager wants it to end, they must make a Wisdom check. If it fails, they continue to rage. Keep making checks each round until they finally come out of it.
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Nalia
Kit: Aristocrat (Wizard classes) [The Complete Wizard's Handbook]
The Aristocrat is a wizard of noble birth, a member of her culture's aristocracy ... The Aristocrat may join an adventuring party out of sense of duty to his country or to promote the common good - in spite of their snobbery, good-aligned Aristocrats have strong moral codes. An Aristocrat might have gornw weary of her pampered life and sought an adventuring party to add a touch of excitement to her otherwise dreary existence.
Why: Thought I might have to make another Adventurer, doubling up on Imoen, or Noble doubling up on Skie. But Mages actually have their own noble-flavoured kit, so it's all alright!
Mechanics: Must take dagger or knife proficiency. Bonus Etiquette, Heraldry, Riding non-weapon proficiencies. Bonus starting money, but must buy a horse and all associated equipment. Social reaction bonus with other nobles, especially from their own country. Must overpay by 10-100% whenever making purchases to ensure she gets the best. May seek shelter with other nobles; may have shelter sought from them.
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Edwin
Kit: Red Wizard of Thay (Specialist mage) [Spellbound box set]
Red Wizards rule the ancient land of Thay and are one of the most evil and corrupt forces in Faerûn.
Why: Edwin is a Red Wizard. Shocking.
Mechanics: Double almost all specialist bonuses. Bonus starting cash and Thayan social reaction bonus. Increased save penalty and spell learning penalty from opposition schools. Can try to cast from magic items of the opposition school, but may provoke a wild surge (*cough* Nether Scroll *cough*). Liable to be attacked on sight anywhere outside Thay.
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Haer'Dalis
Kit: Blade (Bards) [The Complete Bard's Handbook]
If there is a showy way to wield, throw, or perform with a weapon, a Blade does it better than anyone.
Why: Because, hey, he's actually got the kit already, and it fits pretty well.
Mechanics: Similar to the game, but tabletop's flavour is slightly more bent towards simply showing off than actual combat skill. Offensive spin is a fear effect rather than a buff; defensive spin has a retribution effect when an enemy makes an attack, but ends if the attack hits. Can make a weapon display to boost allies' attacks and reduce enemy morale. Can make called shots. Can use blindfighting proficiency with missile weapons. Get full TWF for free.
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Keldorn
Kit: Inquisitor (Paladins) [The Complete Paladin's Handbook]
The Inquisitor has devoted his life to finding and eliminating practitioners of evil magic. A scholar as well as a warrior, he is unyielding in his effort to thwart the clerics and wizards who have aligned with the forces of darkness.
Why: See Haer'Dalis?
Mechanics: Has significant illusion resistance rather than true sight. Otherwise the game's kit was almost entirely unchanged from tabletop.
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Viconia
Kit: Nightbringer of Shar (Cleric) [Warriors and Priests of the Realms]
Nightbringers are the children of Shar in every way. They are dark-humored, soft-spoken folk, who make no sudden moves to draw attention to themselves. They enjoy making others paranoid by wondering aloud "What could the darkness be concealing?"
Why: Viconia is surprisingly awkward. She doesn't fit the Nightcloak specialty priest class because she doesn't hit the Strength qualification. Her roleplay doesn't really work with the sympathetic shading of the Darkcloak kit (at a stretch you could try to fit it to her BGI and post-redemption ToB personalities), and she's not quite as much of a warrior as the Nightbringer kit suggests. Nevertheless, of the three options, I think the last is the best for overall coverage. (Yes, the specialty priest is just named after the two opposite halves of Shar's previous kit names).
Mechanics: Have the stealth abilities of Rangers. Combat bonuses versus Selûnites. Can cast certain darkness spells as innate abilities and call on Shar for a temporary potion of heroism effect. Take penalties to combat in bright light or under the full moon, and have thematically restricted spell selection (no Sun, Weather, or unreversed Light spells).
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Jan
Kit: Buffoon (Gnome Illusionist/Thieves) [The Complete Book of Gnomes and Halflings]
Buffoons are travellers, entertainers, gossips, pranksters, and gadflies ... Favourite Buffoon tactics include comical imitations of the character being lampooned and questions designed to trap the unfortunate victim in a no-win quandary - e.g., "Have you stopped overtaxing the peasants yet?"
Why: Whilst I'm sure a lot of people would opt for something do with artificery (and gnomes do have access to e.g. a Fighter artificer kit, a Gondish priest kit and specialty priest, and the artificer specialist mage class), BioWare didn't actually go for those, even when they mined other options in those same books. And I think that's right, and it's why I didn't really go there either. Jan does plenty of invention, but his character is about being a pest, for good and for ill. So I opted for this kit instead.
Mechanics: Can interrupt spells, can imitate bardic ability to influence crowds, and can counter songs or poetry that are used as magical attacks. "Special Hindrances: He or she has to walk around looking ridiculous."
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Valygar
Kit: Warrior of Amn (Warrior classes) [Warriors and Priests of the Realms]
Warriors of Amn cannot resist attacking a wizard, whether he is a party member or not. When a warrior of Amn meets a particular wizard for the first time, the warrior must make a Wisdom check, or attack the wizard immediately, not ceasing the attack until the wizard is driven off, incapacitated, or killed.
If the first meeting goes without violence, the warrior of Amn must still remain suspicious and belligerent toward the wizard. If the wizard shows his worth by saving the warrior’'s life or doing something else of outstanding merit to a Amnite, only then will the warrior even consider changing his attitude.
Why: Just about picking this over Wizard Slayer, because I want to keep his Ranger class intact if possible (and, for that matter, the minor implication that Valygar's "Stalker" kit spells are actually his own magical ability, since there's nothing of the sort in the original tabletop kit). Maybe the biggest strike against is that the Warrior of Amn is so much more unhinged about mages than the actual Wizard Slayer kit itself (which is about in line with how Valygar actually acts).
Mechanics: Get extra gold at character creation, and Etiquette non-weapon proficiency. Must make sure to keep a few gold pieces with him as proof of wealth. Must act like a psychopath towards wizards, as above.
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Cernd
Kit: Natural Philosopher (Druids) [The Complete Druid's Handbook]
From youth, the unbridled curiosity of Natural Philosophers has lent them a fascination about everything from the characteristics of plants and animals to the workings of natural forces like lightning and weather.
Why: There are, technically, lycanthrope classes (the specialty priest Swamplords of Sobek) and indeed kits (the Lythari barbarian). Neither of these work particularly for Cernd, as he doesn't worship Sobek and isn't an elven barbarian. Also, they are pretty much just design mistakes, because they're ruinously overpowered at low level. Cernd gets away with it in BG because it starts at mid level and tonnes of enemies have magic weapons anyway. Also, honestly, how much of Cernd's character is genuinely influenced by lycanthropy anyway?
Instead, Natural Philosopher plays into his never-ending bloody nature metaphors. I could have opted for Wanderer, to poke fun at deadbeat-dad Cernd, but that's a bit too much of the meme.
Mechanics: Can use weapon proficiency slots for non-weapon proficiencies. (Wow, re-used from the Academician. Huh).
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Mazzy
Kit: Paladin Errant (Paladin/Demipaladin) [The Complete Paladin's Handbook]
The Errant is an independent warrior who roams the countryside seraching for adventure and offering his assistance to any good beings in need.
Why: Mazzy, in-game, is clearly inspired by the Trueswords of Arvoreen, the halfling goddess' specialty kit. (And the Trueswords in turn are clearly inspired by Paladins). But I just don't see her as an actual outright cleric: she's a warrior, first and foremost.
Obviously, Paladins are a human-only class in core 2e. But the DMG uses a gnomish paladin as an example for a way in which a DM might choose to introduce races to classes they weren't originally designed for. And The Complete Paladin's Handbook (which BioWare already mined for the Paladin kits) introduces "demipaladins" for the demihuman races of elves, half-elves, dwarves, gnomes, and halflings anyway. They're a very weird hybrid, being sort of Fighter/Clerics who can gain paladin abilities based on quests as they level up, but they're a possibility.
I think it's important for Mazzy's character that she isn't (at least yet) a full and acknowledged Paladin, even though I'm quite prepared to run halfling paladins in tabletop. So let's make her a demipaladin, who hasn't quite made it as a full Paladin yet, but has acquired some of the abilities, and needs to strive more and face more tests to fully qualify. Demipaladins must be kitted in any case, and the Errant is a simple adventurer's kit that fits nicely with her fantasy.
Mechanics: As a demipaladin, is a Fighter/Cleric who gains Paladin abilities each time she completes a quest after levelling up to a level that grants her new cleric spells. As a Paladin Errant, she benefits from having no particular obligations other than doing good and maintaing herself. She starts with less gold than a standard paladin, and must acquire all the accoutrements of jousting as soon as possible, to help her win a wage from tournaments. Has a free jousting lance specialisation.
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Sarevok
Kit: Abyssal Warrior (Fighters) [The Planewalker's Handbook]
Those cutters hardy enough to not only survive but thrive in the deadly realms of the Abyss among the pain-inflicting, death-dealing tanar'ri are a tough breed indeed.
An Abyssal Warrior starts play with a weapon and suit of armour of his choice. The equipment is distastefully engraved and designed, covered with leering faces, unwholesome visages, reptilian protruberances, and wicked blades and spikes.
Why: Basically just for the quoted line about armour, which is admittedly cool. Abyssal Warriors are an okay fit for Sarevok, but there's also just not very much better? The Warrior of Sembia kit sort of sucks and doesn't work characterwise, and there's nothing generally that's about a chance to do just devastating damage on a single hit (200 would be outrageous overkill in tabletop, but even anything like that is missing). Suffering from The Complete Fighter's Handbook being the first to experiment with kits, and therefore being very bad at them. Depending on your lore preferences (insofar as SoA calls Bhaal's realm Hell, ToB calls it the Abyss, and tabletop puts it in Gehenna), probably worth reflavouring at least a little.
Mechanics: Starts play with weapon and armour of choice. Bonus Planar Survival (Abyss) non-weapon proficiency, required blindfighting proficiency. +1 bonus to all saves. -1 to THAC0 in bright sunlight. Reaction penalty with non-Abyssal creatures; liable to be attacked on sight by baatezu.
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thebleakcabal · 5 months ago
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I wanted to do a spin on u/TheAgashi's kit challenge, but, you know. Get to use more kits. So this is an idea of what kits could suit each BGI NPC, drawing from all the pertinent 2e resources I could bring to bear. Any other suggestions welcomed.
BGII version here.
Three notes: first, for those who are or have not been 2e players that, to be honest, you were spoilt by BioWare. Even the worst BG kits are about on par with the best of tabletop in terms of cohesive narrative and interesting mechanics (which is all the more impressive in the confines of a videogame, honestly). This even goes for several cases where BioWare were directly adapting a tabletop kit. And it goes all the more so for early attempts to grapple with kits in e.g. The Complete Fighter's Handbook or The Complete Thief's Handbook. So ... occasionally, there might be struggles here to find something cool that works (and minor house rules may be needed), or you'll see that certain kits just look a bit sad mechanically.
Second, tabletop multi (or dual) classes are perfectly able to access kits. Sometimes I've used specific multi-class kits (e.g Jaheira now sports an F/D kit), and sometimes I've just given a kit for one of their classes (e.g. just because I've given Montaron a thief kit, that doesn't mean he's not still an F/T).
Third, technically specialist spellcasters - for wizards, specialists like evokers, necromancers &c; for priests, specialty priests like Dawnbringers of Lathander, Stormlords of Talos, &c.. - are not kits per se, but rather an entirely different class. (Indeed, 2e druids are more-or-less just "specialty priests of Nature"; if you've played BGI, you may also remember that Specialist Mage was in fact a separate class in character creation). They are free to use the kits of the appropriate class group above and beyond their speciality, unless the specialty specifically contravenes it, as some specialty priests may do. The priest kits in particular are mostly kind of bad and 2e concentrated on specialty priests as the "subclass" option fairly quickly, so I did consider just using them in some cases. However, a) a lot of the priests don't technically qualify for their god's specialty class; b) there are a number of god-specific kits that aren't full-on specialty priests which I could use, from Warriors and Priests of the Realms; c) this way I get to say I really did only pick kits.
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Imoen
Kit: Adventurer (thief) [The Complete Thief's Handbook]
The Adventurer is the jack-of-all-trades, the prototypical dungeon-delving thief. The Adventurer is not so much a thief as a character who takes adventage of the general thiefly skills on professional adventures into dungeon and wilderness.
Why: Imoen's skills in magic aren't particularly elaborated on, and her thief side mostly revolved around pranks, sneaking into places in Candlekeep she shouldn't be to read letters she shouldn't read, and amusing herself with pickpocketing allies. This is more or less the only one that I think fits her, and it's the totally bland no-mechanics version that's just a reflavour of the true class.
Mechanics: As true class.
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Montaron
Kit: Halfling Mercenary (Fighter) [The Complete Book of Gnomes and Haflings]
Mercenaries are almost always outcasts who for some reason or another have been disowned by their families and driven from their villages, forced into a life of violence and danger. Many of them are, not surprisingly, quite bitter about this involuntary exile. Whether or not the individual was actually guilty of the crime of which he or she is accused is irrelevant; the effect is the same in either case. Whatever misdeed or misfortune drove the halfling to become a Mercenary, it tends to be a private matter, jealously guarded.
Why: Montaron, by contrast, has a frank embarrassment of riches in possible kits. I strongly considered Thug (because the man loves violence, and it's funny that he fits so well with a kit that specifically seems to decide halflings shouldn't work because they're not intimidating enough), but it's more meant as a replacement for being an F/T rather than as an add-on. Zhentil Keep Rogue is also an obvious fit, but I thought Halfling Mercenary aligned a bit better with Montaron's mechanics and suggests interesting things about his backstory.
Mechanics: Must take proficiency in both a melee and missile weapon. Must specialise by level 2. Gets two extra weapon proficiencies at level 2. Social reaction penalty with other halflings.
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Xzar
Kit: Anatomist Necromancer (Necromancer) [The Complete Book of Necromancers]
These wizards are profoundly fascinated by the seemingly infinite mysteries of the human form. Antomists gain their knowledge after years of extensive research, typically performed on cadavers ... While some Anatomists use their knowledge to heal, most adopt this profession to further their own dark motives. Some, falling into the "insane scientist" category, use their expertise to create blasphemous experiments, the least repellent of which include the creation of cadaveric automatons, like flesh golems.
Why: He goes on about elfish eyeballs, livers, and has flesh golems in his house in BGII. He starts with Small Swords proficiency. Nice and simple, honestly.
Mechanics: Must start with knife proficiency; must put second weapon proficiency into it too, earning specialisation as a wizard! Must spend non-weapon proficiencies on healing (at a discount) and anatomy. Healing proficiency slightly buffed. Can autoposy corpses. Must keep in practice by performing at least one dissection per month.
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Jaheira
Kit: Wilderness Avenger (Fighter/Druid) [The Complete Half-Elf - Dragon #214]
Where rangers protect people and natural creatures, Wilderness Avengers are merely trying to preserve the natural balance, and are not picky about how they do so. They allow some hunting and harvesting of wild animals and plants (DMs: Please use common sense in determining this), but if it upsets the balance of nature, Wilderness Avengers are not averse to using militant methods to stop it.
Why: It's a half-elf Fighter/Druid kit. That's kinda specific. And the next kit in the article is a half-elven Fighter/Mage kit. I have strong suspicions about Khalid and Jaheira's tabletop incarnations, let's say. Granted, it fits a bit better with her BGI characterisation, but that's not a flaw in itself. Also, there's not really a Harper kit per se - only a rather bad class - which could have been appropriate.
Mechanics: +1 attack bonus vs. unnatural creatures. 5% stealth bonus per level of highest class. Social reaction penalty in urban settings, may not specialise in weapon use.
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Khalid
Kit: Spellarcher (Fighter/Mage) [The Complete Half-Elf - Dragon #214]
Spellarchers belong to a fraternity of half-elves fighting prejudice and oppression. They fight to change the rules of society with both arms and magic. They combine the two, using their arrows to increase the range of some spells.
Why: It's a half-elf Fighter/Mage kit, it follows a Fighter/Druid kit in the same article ... you get the drill. Plus Khalid turns up with a bow and proficiency, and is very arguably a better archer than a frontline fighter. If you're trying to tell me he's not a Fighter/Mage ... he was one in preview materials, so we're letting him stay that way.
Mechanics: Deliver touch spells via arrows, can't wear armour, can't cast divination spells.
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Kivan
Kit: Archer (Warrior classes) [The Complete Book of Elves]
The Archer is the epitome of elven skill with the bow. If there is a difficult shot to make, she will make it. Whether the target can only be reached by firing through high winds or is totally concealed, the Archer is confident of her ability to make the shot.
Why: Frankly, there's nothing really better for him? I really wanted to find a kit that worked with the whole "driven by vengeance" idea. There's one that would have worked, but it's the wrong class for Kivan, and is going to be saved for a BGII character ...
Mechanics: Can increase rate of fire or do some nonsense with trick shots. Can get +1 damage if he keeps and cares for a specific bow and set of arrows for a month. Limited starting selection of melee weapon proficiencies (swords or daggers), and has a -1 to hit penalty with them. Can't ever gain any bonuses to hit with melee weapons.
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Ajantis
Kit: Squire (Paladin) [The Complete Paladin's Handbook]
Historically, a Squire functioned as an apprentice, serving his master both at home and on the battlefield while honing his skills. When his training ended, the Squire became a paladin himself, sometimes continuing the cycle by taking on a Squire of his own.
Why: Because he's a squire. Wow, deep, much thought. (To be honest, this kit is intended for "career" Squires, but you can abandon the kit, so *shrug*).
Mechanics: Almost wholly social, to do with not holding full knightly rank. Fewer responsibilities, fewer priviliges.
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Safana
Kit: Consort (Spy) [The Complete Ninja's Handbook]
This spy's skills have been optimised for social interaction. A Consort achieves mission goals through romance or seduction.
Why: Safana. Also, hah, I get to use The Complete Ninja's Handbook.
Mechanics: Count charisma as two points higher (to a limit of 18) for the purpose of all non-weapon proficiencies. Occasionally, you might be recognised by someone from a precious mission.
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Viconia
Kit: Nightbringer of Shar (Cleric) [Warriors and Priests of the Realms]
Nightbringers are the children of Shar in every way. They are dark-humored, soft-spoken folk, who make no sudden moves to draw attention to themselves. They enjoy making others paranoid by wondering aloud "What could the darkness be concealing?"
Why: Viconia is surprisingly awkward. She doesn't fit the Nightcloak specialty priest class because she doesn't hit the Strength qualification. Her roleplay doesn't really work with the sympathetic shading of the Darkcloak kit (at a stretch you could try to fit it to her BGI and post-redemption ToB personalities), and she's not quite as much of a warrior as the Nightbringer kit suggests. Nevertheless, of the three options, I think the last is the best for overall coverage. (Yes, the specialty priest is just named after the two opposite halves of Shar's previous kit names).
Mechanics: Have the stealth abilities of Rangers. Combat bonuses versus Selûnites. Can cast certain darkness spells as innate abilities and call on Shar for a temporary potion of heroism effect. Take penalties to combat in bright light or under the full moon, and have thematically restricted spell selection (no Sun, Weather, or unreversed Light spells).
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Shar-Teel
Kit: Amazon (Warrior classes) [The Complete Fighter's Handbook]
Amazons are women warriors in a male-dominated world.
Why: Shar-Teel. (Again, let's admit that this is more intended for a member of an Amazon culture, like Hippolyte or Penthesileia, than one Extremely Angry Woman. But it's still pretty definitely her fictional archetype).
Mechanics: Have +3 bonus to hit and to damage against male-opponents who might underestimate her. Have social reaction penalty in patriarchal contexts.
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Kagain
Kit: Axe For Hire (Warrior classes) [The Complete Book of Dwarves]
An Axe For Hire is a mercenary who is willing to sell his services to the highest bidder. Usually an all-round fighter, capable of engaging in hand to hand combat, he is able to use a crossbow and other missile weapons.
Why: Kagain loves gold. Also, he fits the Missile Weapons proficiency, which is nice. Social reaction penalty with other dwarves certainly sounds like Kagain and Yeslick.
Mechanics: Endurance, Local Dwarf History, and Local History bonus non-weapon proficiencies. One free weapon specialisation in a dwarven weapon. Can always get his employer to pay for room and board on a mission. Social reaction penalty with dwarves in any non-military situation.
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Garrick
Kit: Thespian (Bard) [The Complete Bard's Handbook]
Of all the varous types of bards, Thespians put the most time an energy into performances. Thespians are actors. They display their talens in plays, skits, and dramatic productions ... Occasionally Thespians are secretly hired to serve as spies, or temporarily fill in for a missing person.
Why: Because he was with a travelling acting troupe, and then bound himself up with Silke. Also, I'm a fan of the Garrick Is A Harper conspiracy theory, probably because I came up with it, so the spy thing is cool too.
Mechanics: Forced weapon proficiencies - dagger, then knife, then short sword, and no more. Reduced non-proficiency weapon penalties. Bonus Acting, Disguise, one Modern Language, and Reading/Writing non-weapon proficiencies. Wear any type of armour, but at -1 penalty if bards couldn't normally wear it. Bonuses to AC, saves, and attacks each round he wins initiative. Can use acting as a pseudo-illusion; and can pretend to be casting terrifying spells to make enemies run away.
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Edwin
Kit: Red Wizard of Thay (Specialist mage) [Spellbound box set]
Red Wizards rule the ancient land of Thay and are one of the most evil and corrupt forces in Faerûn.
Why: Edwin is a Red Wizard. Shocking.
Mechanics: Double almost all specialist bonuses. Bonus starting cash and Thayan social reaction bonus. Increased save penalty and spell learning penalty from opposition schools. Can try to cast from magic items of the opposition school, but may provoke a wild surge (*cough* Nether Scroll *cough*). Liable to be attacked on sight anywhere outside Thay.
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Dynaheir
Kit: Rashemaar Witch (Wizard classes) [Spellbound box set]
The witches, or wychlaren (literally "wise old women"), are the true rulers of Rashemen ... Witches are respected almost to the point of worship in Rashemen, where their word is law, and the penalty for disobedience to a witch is swift death at the hands of any Rashemaar nearby.
The witches do not wield this power foolishly, and are tolerant and protective of their subjects.
Why: Dynaheir is a Rashemaar Witch. Shocking.
Mechanics: In Rasheman, the witches get pseudo-sorcerer spontaneous casting, before spontaneous casting or spell points were a thing, and may eschew material components. It's a very nice trick. There's also a somewhat awkward but reasonably powerful group casting mechanic. Innate fear spell (interesting that this became slow poison in-game). Whilst using their spellcasting in Rasheman, spellcasting time is doubled. Can't craft magic items or research new spells.
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Minsc
Kit: Rashemaar Berserker (Fighter) [Spellbound box set]
Rashemaar berserkers are legendary fighters who can enter a mystical battle frenzy through various acts of self-hypnosis and the use of jhuild.
Why: Stop me if you've heard this before: Minsc is a Rashemaar Berserker. Shocking. To be honest, there are actually other options for Minsc. I strongly considered Feralan, his original tabletop incarnation's kit (and which was only just cut from BGII) - but Minsc is not a semi-human wildman raised by a pack of wild hamsters (???), just someone who's taken too many knocks to the head. The much less detailed Rashemaar Warrior kit provides a milder berserk form, and would let him stay a Ranger ... but I sacrificed that on the altar of letting Minsc actually potentially become an Ice Troll berserker in-game. (Plus Animal Handling is a recommended non-weapon proficiency for the Berserkers anyway).
Mechanics: Bonus Endurance non-weapon proficiency. Can go berserk - but this takes ten minutes/ten rounds of combat (so it's a super move before a big, known fight, usually). Get attack, damage, hp bonuses, immunity to various mind-control and hold effects, can't be easily knocked out or immobilised by unarmed fighters. Penalties to Intelligence and Wisdom. While raging, must keep fighting until all enemies are down and is liable to see all kinds of things as "attacks" which may provoke him to turn on an ally. Can't be healed during rage, and collapses after it's done.
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Branwen
Kit: Gloryblood of Tempus (Cleric) [Warriors and Priests of the Realms]
The glorybloods are the soldier-priests of Tempus in every sense of the word. Not only are they fanatically devout followers of Tempus'’ teachings, but they specialize in military matters such as strategy, tactics, logistics, and morale.
Why: The other kit for Tempus is the Battleforge, which is all about making weapons. The specialty priest of Tempus is the Battleguard, which has berserker rage and chosen weapon mechanics. Both seem a worse fit than this.
Mechanics: Bonuses to all allies in sight for morale, attack, damage, and saves. Can improve initiative when an encounter beings. Straightforward, unflashy, but pretty strong. Can't cast healing spells, can't turn undead, can't retreat from anything but a majorly uneven fight. So you do pay the penalty for those bonuses.
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Xan
Kit: Wizard of Evereska (Wizard classes) [Wizards and Rogues of the Realms]
Within the walls of this mountaintop citadel, the great lore and magic of the elf folk is cherished and enhanced with each passing season. Guarded by the magical gifts of Corellon Larethian and flights of ever-vigilant giant eagles, Evereska has never fallen before an enemy or been infiltrated by a spy or assassin. Few wizards from the High Valley ever leave its protected glades except on important missions or in search of knowledge that cannot be found there.
Why: Xan ... should be better. We know that, even the designers knew they'd taken the original powergamed tabeletop character and nerfed him into the ground. If the poor man's going to have a Moonblade at least let him be a Fighter/Mage. At any rate, assuming we've respecced him that way ... the Fighter/Mage kits still end up too specific to really work for Xan (Bladesinger, War Wizard). Wizards of Evereska are nice and flavourful without really interfering with Xan's concept, and I think it's funny to make Xan capable of something as magnificent as riding giant eagles and never give him one.
If we're not accepting him as a respec, the Militant Wizard from The Complete Mage's Handbook makes a poor but not abysmal go of adding warrior notes to a straight mage. Otherwise, Scout would work very well with his concept - and is recommended for Evereskan elves from the Greycloaks - if it weren't a thief kit.
Mechanics: Free giant eagle-riding proficiency. +4 to saves against creatures or spells from the Ethereal or Astral plane; +4 to all saves if on the Ethereal or Astral. Barred from Necromancy, -2 to saves vs. necromancy and against undead creatures.
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Coran
Kit: Swashbuckler (Warrior classes) [The Complete Fighter's Handbook]
The Swashbuckler is the happy-go-lucky hero with the ready wit and the flashing rapier. He's happiest when he's in the big city but can be an imposing warrior anywhere.
Why: Quite difficult. Several decent idea in terms of other Fighter or Thief kits - the Scout kit fits everything really well, except for the fact that it gives penalties in urban settings, and Coran only runs off to the wilderness when he's picked up too much heat in the city. An argument for Archer, like Kivan, but that's reduplication and misses a lot of Coran's flavour. Opted into Swashbuckler for better flavour with slightly worse mechanical compatibility. The Warrior version of this kit is generally better (and particularly for Coran) than the Thief version.
Mechanics: Bonus Etiquette and Tumbling non-weapon proficiencies. Can choose Rogue non-weapon proficiencies at cost. Gets -2 AC bonus in light armour. Improved social reaction from members of the opposite sex. +2 bonus weapon proficiencies, which must be spent on specialising with stiletto, main-gauche, rapier, or sabre. Must continue to spend half of weapon proficiencies on these weapons until they're all acquired.
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Faldorn
Kit: Avenger (Druids) [The Complete Druid's Handbook]
The Avenger druid has seen Nature suffer great wrongs ... [She] had hoped to like a a Guardian or Village Druid. However, during her training, forces defiled the area under her protection and slew her mentor. Maybe she feels she was too gentle, too weak. It doesn't matter. She won't let it happen again.
Why: The archetypal Shadow Druid-styled kit.
Mechanics: Bonus tracking non-weapon proficiency. Bonus weapon proficiency. Must spend all starting gold on equipment or lose it, and can't own any more items or equipment than she can carry with her. Blanket social reaction penalty, and delays her acquisition of followers.
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Eldoth
Kit: Mountebank (Thief) [Demihumans of the Realms]
Mountebanks are likeable and friendly, and their confidence schemes are colorful and entertaining. Still, as each sting plays out and collapses, the mountebank must stay on the move or face the wrath of his victims.
Why: Is Eldoth a halfling, a half-elf, or a thief? No. Does this kit actually have to be restricted to them? No, not really, by flavour or mechanics. To be honest, it's basically just a more long-term version of the Complete Bard's Handbook's Charlatan, so we're adopting it for Eldoth here. (Honestly, I'd homebrew a mix of the two if I were really trying to take him back to tabletop).
Mechanics: Gain bonuses to disguise if he sets up a scheme beforehand. Can cheat at games of chance. Can evade detect lie spells. Can very easily talk his way out of trouble. Can't backstab. Negative reaction from anyone who's worked out he's a conman, even without being conned themselves, and has to keep outrunning his schemes.
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Skie
Kit: Noble (Any) [Red Steel]
A Noble character belongs to the highest social classes of the land. As children, Nobles receive tutoring and training that give them skills and opportunities beyond those of more common folk. They are also used to the finer things in life ... They become adventurers because of duty to land or family, or to find an exciting change from their daily obligations.
Why: Skie is a noble. Shocking. Also, she's not particularly strongly flavoured in terms of her thief skills - there's the dancing and sneaking out, but the Acrobat kit is much more about people directly involved in circuses and doesn't feel quite fitting. The Red Steel version of this kit has slightly more mechanics and flavour than other versions (e.g. Player's Option: Skills & Powers).
Mechanics: Bonus etiquette and heraldry proficiencies. Bonus starting wealth, but must pay for additional luxuries. Improved reaction in homeland.
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Yeslick
Kit: Craftspriest (Dwarven priests) [The Complete Book of Dwarves]
Craftspriests are those who are dedicated to the patron deities of one of the dwarven crafts. Although they frequently will have a temple in a stronghold, they usually preside over a shrine or chapel in the workshops where their craft is practiced. They are usually members of that craft's clan.
Why: The specialty priests of Clangeddin, the Alaghors, are expressly permitted both to take a kit and to be multi-classed Fighter/Alaghors, so we are quite able to give him that specialty class and a kit. This seemed the most fitting.
Mechanics: bonus Craft, Endurance, Religion, Artistic Ability non-weapon proficiencies. Better reaction from clan.
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Quayle
Kit: Scholar-Priest (Priest classes) [The Complete Priest's Handbook]
He's most at home when he's poring over books, scrolls, papyri, clay tablets and other old writings. He's not forbidden from fighting, but ism ore likely to try to straighten out a bad situation with reason, personal charisma, or even trickery than with a weapon. His life is dedicated to the assimilation of knowledge (and, usually, the transmission of knowledge to new generations).
Why: Quayle cannot qualify as his specialty priest type, the Fastpaws of Baervan. At least in his case, this is not really his fault: it's forbidden to multi-classes, probably because it's essentially a mini-cleric/thief multi-class anyway. Ruling that out (and with no standalone Baervan kit), Scholar felt like the next-best fit. He's extremely bad at expressing it, but he is evidently intelligent, and talks about teaching on more than one occasion (besides obviously tutoring Aerie).
Mechanics: Can spend his weapon proficiencies on non-weapon proficiencies. Has social reaction bonus with other scholars (and "writers, journalists, and people who imagine that they are scholars"). Unfortunately, somehow, "many scholars are egotistical", and he has a chance to replace that bonus with a penalty if it turns out he's got into a heated academic rivalry with a particular character.
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Tiax
Kit: Seer (Priest classes) [The Complete Barbarian's Handbook]
A foreteller of the future and reader of omens, the Seer considers himself a conduit of the gods, superior to lesser mortals.
Why: Tiax is shit. Like Quayle, he doesn't qualify for his own deity's specialty priest kit (Strifeleaders of Cyric require 13 strength). He doesn't fit either of Cyric's kits in flavour, both being signfiicantly militant. He can't be a Prophet (given all his visions of grand destiny, one of my next-best options) because he doesn't have the Wisdom; he can't be an Evangelist because he doesn't have the Charisma. Using a Barbarian priest kit might be stretching it (as with the mechanics), but I think this is the best I can give him.
Mechanics: Starts with 13 charms, one of which he can break at the beginning of the day to receive resistance to damage (or double damage on a critical failure). Can only be replenished by showing his superiors that he's served his god well. Can identify the last possessor of an item or the living creature from dead remains by concentrating. Can understand the fundamental motivations of a creature. Is immune to fear (notable that Tiax is one of the only inmates who isn't terrified to death of Irenicus). Must perform a ritual after each victory in battle.
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Alora
Kit: Halfling Burglar (Halfling thieves) [The Complete Book of Gnomes and Halflings]
The halfling Burglar is a benign specialist at retrieving objects of value from those who have come by them wrongly - at least that's the way the Burglar sees it (admittedly the one who has been burgled tends to disagree).
Why: Because she's ... a halfling ... burgling something. When you meet her. Wow, I'm so good at this.
Mechanics: A bonus non-weapon proficiency in Appraisal of item value. +10% bonus to initial Open Locks or Move Silently skills; +5% bonus at each level up in Open Locks, Find/Remove Traps, or Move Silently. -1 to melee THAC0, except for backstabs.
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thebleakcabal · 6 months ago
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Baldur's Gate Gift Exchange 2025 - Signups Open
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https://archiveofourown.org/collections/baldursgategiftexchange2025/profile
Open for both Baldur's Gate I/II, and Baldur's Gate 3.
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thebleakcabal · 6 months ago
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“I know you and you know me and we both know that while sometimes you do some research, at the same time you automatically do some research without knowing what you are researching; simply reading books on any subject that takes your fancy, and it is amazing how all those little things you read in all those second-hand books suddenly turn up and hand you a plot. As a matter of fact I did a lot of interesting work for Monstrous Regiment in lesbian book shops.”
Terry Pratchett, in an interview by Neil Gaiman.
Does this mean I get to think of Polly and Mal as canon?
(via nestofstraightlines)
!!!!!
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thebleakcabal · 1 year ago
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a) I know this is pandering
b) I don’t care
c) HAROLD
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thebleakcabal · 1 year ago
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"THIS ISN'T A SEX THING" I exasperatedly yell as my leitmotif and that of my mortal enemy are arranged and mixed to play as a single track during our final climatic duel.
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thebleakcabal · 1 year ago
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big day today
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thebleakcabal · 1 year ago
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星がきれいで 海は深くて 空が高いんだ
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thebleakcabal · 1 year ago
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I desperately wish people would start actually reading the AO3's TOS before confidently making 'user guides' to the AO3 that are just blatantly, flatly wrong.
Yes the AO3 has banned content. They do not allow anything that's illegal under US law - though US law, importantly, does not ban fictional depictions of things - and they do not allow any commercial content. That includes your ko-fi link, or mentions that you do fic commissions. If you do post fic commissions to AO3 and want to mention the commissioner, the fic is a 'request' from the commissioner. This protects the AO3 and you from copyright law.
No the AO3 is not 'a creative fanfiction archive'. It is a fandom archive. Your meta, insights, and theories are absolutely welcome and encouraged there. AO3 also encourages you to post other types of fanworks, like fan videos, podfics, and art, but unfortunately isn't able to natively host those like it does text, so fic has kind of become what it's known for. That absolutely does not mean that other types of fanwork aren't allowed, or are discouraged by the site culture! Anybody who tells you otherwise is just plain wrong!
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thebleakcabal · 1 year ago
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Honestly, I really love this character and this game. I don't even really like the way the side DM is running this extra episode, but Coria is just so fun to play.
"I spent so much effort on counterspelling that death wave that my wild magic will turn me into a potted plant - but I'm going to say I'm a pumpkin, because I did that last time I got this result, when we were in a pumpkin patch!"
"I then had to spend more effort on kicking the evil ghost out of one of my allies' bodies, so I surged again, and got the astral plane teleporation bit - which we've also established actually kicks me over to the Twisting Nether. So ... I'm gonna make out with my succubus girlfriend there while I wait to go back. And I'll reappear after they've finally killed the ghost, looking just a little dazed with swollen lips."
The history she's built up, all the emotional depth and weird quirks and in-jokes ... campaigns are so cool, when you get them right.
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thebleakcabal · 1 year ago
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Most tabletop RPGs don't bother to have a rule like "characters can't walk through walls." It is either implicit or prescribed through having a special ability that specifically allows one to do. Now, an RPG that specifically had a character option that stated "this character cannot walk through walls" would instantly reframe every other character in the game. If only a specific type of character has some limitation that we humans would assume to be self-explanatory, what the hell is the baseline in this game?
Games have implicit or explicit assumptions about their characters. In D&D it is assumed that characters can see, hear, speak, walk unassisted, and so on. These capabilities can be taken away but only through very specific rules interactions. A character's ability to see isn't marked until a player says that they would like to play a blind character.
I don't even know where I was going with this. This started out with me thinking about how funny it would be to make like a supplement for a game that features these really strange and specific abilities that suddenly change the assumptions of the game. Like, a supplement that has a creature with an ability like "Floorwalker: this creature can walk on floors." Because none of the other creatures in the game have that ability, it's now implicit that they can't walk on floors.
Anyway if anyone would like to help me salvage this post by saying something insightful go right ahead, I'm gonna go make some pasta.
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thebleakcabal · 1 year ago
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I’m stuck thinking about palamedes figuring out that the souls of lyctored cavs rub off on their necros and what that means for jod and alecto and why they're like that
john, who as just a man, a man who loved. he loved the earth, he loved humanity, he loved his devotees. he loved and he loved and he loved and he was equally as obsessed as he was devoted and desperate as he was reckless and angry and selfish and egotistical. he doubtless still had his worst traits but he loved
and alecto, who was the earth, the earth who raged. she raged and gifted john somehow a way to survive and save her, to save them all. she was angry and near uncontrollable, who became monstrous in her grief and her agony and her betrayal from john. the earth, alecto, she raged.
and then. and then their souls merged and swirled and part of her lives in him and part of him lives in her. and john, he became angrier. he ruthlessly seemingly without reason continued to hunt down those he saw as wronging the earth for the myriads. he still was a man who loved but he was a man who's love was fueled with rage. he became monstrous he became the vengeance the Earth sought but took it too far
but alecto. the earth who became woman who became monster. she, sleeping in her tomb, in her dream, when a small child kissed her because she seemed so lovely. her soul learned to love. and then and then! she awoke not knowing who she was but she loved so hard. she loved everyone and everything she loved people the way john did she loved the planet and nature and the animals she loved the things that were akin to what she used to be. she loved and loved and loved. she still had rage, she had her meltdowns, but her rage was fueled by loved and she became human.
and - and how beautiful that these people so far removed from the earth met nona, alecto, earth, and they learned to care for her and they loved her and put it all on the line for her and in turn when it was time she returned to herself and sure she still had her rage but even more so she had all that love
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thebleakcabal · 1 year ago
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thebleakcabal · 1 year ago
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It's such a mervyn peake dead rat poem morning
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One of the poems ever.
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thebleakcabal · 1 year ago
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The Undersiders's halloween group costume
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thebleakcabal · 1 year ago
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Some arts I did for nagihono last year🖤🤍
part2↓
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thebleakcabal · 1 year ago
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Really carefully trying to balance the fact that I'm roleplaying a deep and emotional moment in my D&D game, and simultaneously in a chat where we're having an extremely kinky scene. Absolutely cannot mix up these two headspaces or, worse, send the wrong message in the wrong text box.
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