Kits¶
Class-specific specializations available in Baldur's Gate: Enhanced Edition (many back-ported from BG2). Each kit trades a few standard class abilities for new ones tuned to a play style.
Restrictions
- Multi-class characters may not take kits, except gnomes that multi-class as Illusionists (a specialist Mage exception).
- Dual-class characters may not take kits for their second class.
Fighter kits¶
- Berserker — Rage with immunities and temporary HP
- Wizard Slayer — cumulative spell-failure on hit
- Kensai — no armor, fast speed factor, Kai burst damage
Ranger kits¶
- Archer — bow Grandmastery and Called Shot
- Stalker — Backstab, stealth bonuses, three Mage spells at 12th
- Beast Master — Animal Summoning chain, no metal weapons
Paladin kits¶
- Cavalier — anti-demon/dragon bonuses, immunities, no missiles
- Inquisitor — double-level Dispel Magic on demand
- Undead Hunter — anti-undead bonuses, immune to hold and level drain
- Blackguard — the evil "antipaladin", Aura of Despair, Absorb Health
Cleric kits¶
- Priest of Talos — evil storm god (Lightning Bolt, Storm Shield)
- Priest of Helm — neutral watcher god (True Sight, Seeking Sword)
- Priest of Lathander — good dawn god (Hold Undead, Boon of Lathander)
Druid kits¶
- Totemic Druid — summons a spirit animal, no shapeshift
- Shapeshifter — locked into werewolf form, no armor
- Avenger — extra shapeshift forms and six Mage spells
Bard kits¶
- Blade — Offensive & Defensive Spin, 3 slots in Two-Weapon Style
- Jester — song confuses enemies in a 30-foot radius
- Skald — party-buff song variant
Thief kits¶
- Assassin — +1 to-hit/damage, poison weapon, 15 skill points/level
- Bounty Hunter — Special Snares, +15% Set Traps
- Swashbuckler — scaling AC, may Specialize in melee weapons, no Backstab
Mage kits¶
The specialist Mages trade an opposed school for an extra spell per level:
- Abjurer — protection (opposed: Alteration)
- Conjurer — summons (opposed: Divination)
- Diviner — detection (opposed: Conjuration)
- Enchanter — charm (opposed: Invocation)
- Illusionist — illusion (opposed: Necromancy); the only specialist a gnome may multi-class into
- Invoker — elemental damage (opposed: Enchantment and Conjuration)
- Necromancer — death magic (opposed: Illusion)
- Transmuter — physical alteration (opposed: Abjuration)
Plus the school-independent kit:
- Wild Mage — wild surges, fluctuating casting level, unique wild-magic spells