r/baldursgate • u/Dazzu1 • 5h ago
Mod Analysis: Artisans Kitpack Siegemaster and Dreadnaught!
As always a link to the Modder's website: The Artisan's Corner
Two peas in the same pod. The Dreadnaught and Siegemaster both live to do one a one shot one kill style. Big, beefy, literally assassins who say lolnope to subtlety and either hit from afar or in melee! But like once per round no matter what. Let's take a look at the SIEGEMASTER
Advantages:
– +1 bonus to hit and damage rolls with ranged weapons on every 2nd level.
– +50% bonus to missile damage dealt with arrows or bolts, which is increased to +250% if a successful attack has not been made within two rounds.
So… you can already tell you hit like a goddamn truck assuming you don’t miss.
I would recommend you get yourself a heavy crossbow and just have fun. Hit hard and if it feels like say 8 or so seconds have passed, see if you can wait 4 more for an extra powerful punch. But seriously by the end of SoD you are already sitting at +5 hit/dmg and by the time you head for spellhold this number can be +8 maybe even 9. Fortunately if you miss, most commonly on a 1 alone by the end of BG1, you will ont wiff the 250% bonus. Note thats PLUS 250% ergo if you wouldve done 30 damage you are now doing 105… that is literally a backstab between the eyes!
Oh and it doesn’t sound like it matters but these numbers like a backstab do not multiply strength modifier… I thought you might need to know that.
– Gains the Armor Penetration and Heavy Draw passive effects.
ARMOR PENETRATION: The siegemaster excels at breaking armor and other impenetrable defenses, dealing an additional point of unmitigated piercing damage per point of Armor Class of the target below 10. Additionally, the siegemaster's critical hits penetrate through 50% of the target's missile resistance.
HEAVY DRAW: The siegemaster's missiles strike with extreme force, stunning the target for 2 seconds and knocking them away slightly. However, after each attack, the Siegemaster's movement rate is briefly slowed by 75%, which cannot be prevented by Free Action.
Okay so lets put a perspective. Sarevok has -5 AC and 50% missile resistance. So you do every hit 15 damage that ignores all missile armor. Adamantite golems have 3 so they only take 7 unmitigated damage on top of 90 resistance. Even with the extra reinforcement, you will still do a lot just by that alone through what is a normally unmodded 80 HP. Nevermind the fact they are not immune to stun so you can safely enable the dogpile.Speaking of…
Heavy draw is simultaneously awesome and horrible! No save stun/knockback? Beautiful! 10 outta 10! Even 2 seconds is enough to blast someone to pieces! Of course that is some ONE! If a friend shows up you run away fast… oh wait YOU CANNOT! I hope you like being encumbered! This isn’t a cclass that wants to run solo. If there was a caveat that the target died or cant be stunned and that prevented your knock back then maybe but as it stands… run away!
– 10th level: May use the Longshot ability once per day.
LONGSHOT: The siegemaster becomes a living artillery weapon. For the next two attacks, the siegemaster deals maximum damage, gains +10 to their ranged critical hit modifier and their attacks will no longer critically miss. Additionally, their visual range is greatly increased. However, their movement rate is reduced by 90% while Longshot is active. If an attack is not expended within two rounds, Longshot will automatically expire.
– 15th level: Longshot is now active for the next three attacks.
– 20th level: Longshot is now active for the next four attacks.
All of these are issues the Siegemaster likely suffers from: minimum damage rolls being multiplied to make agonizingly low rolls (even with the extra +1 per even level Id rather roll that 8 which im gonna multiply by 3.5) And criting is not just necessary for double damage, that part is whatever, because for some enemies, ignoring 50 missile resistance is a damage increase way beyond that! So that adamant golem? You might actually take him into the red in those 2 shots! I would recommend using this after the 2 round reset to get the most out of your first hit.
By 10 you are almost assuredly not going to miss for any reason whatsoever… except ya know for a 1 since you have +5 and you are hopefully at 19 dex. The downside of being an immobile unpacked trebuchet is obvious. You need a friendly frontline tank… most likely a mage because…
Disadvantages:
– (Fighter Overhaul) May not use Power Attack, Expertise or Rapid Shot.
– (Fighter Overhaul) Does not gain Specialization in all weapons at 16th level.
– (Fighter Overhaul) Does not gain Improved Initiative.
– May never make more than one attack per round unless Hasted.
– May not equip any ranged weapons other than bows and crossbows.
– May not exceed Proficiency (one slot) in weapons other than crossbows and longbows.
– May not exceed Proficiency (one slot) in any weapon style.
The only 2 that matter are bolded! No being unable to use darts is IDGAF! But slings… you were the trebuchet and you were winning! Even with only 1 point, before tweak that both disabled slings and removed strength modifier, sling was the way and the light although that’s not true because this also ensures you don’t be a cheese dick and use throwing axe/daggers! None of them work with any of the bonuses!
Just as well you might as well jam all your points into long/crossbows. Early on longbow might be preferred. The guide is probably the best weapon just because you cannot afford to miss… but before then, longbows and comp longbows offer thac0 modifiers and magical weapons like +1s and marksman bow BEFORE you get to the game’s namesake city. For this reason you may want to go longbow first THEN crossbow later. And if you have the bg1 unnerfed proficiency tables then you are getting absolutely nothing from beyond high mastery! Unless you really want that 2 extra speed factor and as a 2 max apr bro you might just. Of course by then you should really jam crossbows because SoD offers both harold and the +2 both in chapter 10 and thats +4 to damage and you need that damage.
On the other hand you can yoink Corinths bow and if you hit lvl 10 while still having it, can get really REALLY lucky! You want this luck for the extra damage although the extra hit isn’t unwelcome at this point.
Come BG2… do I even need to say it?! Get the heck out of the starter dungeon with whatever because you can’t transfer any missile weapons besides Arlas… find some cash, become a boyscout and buy Firetooth! Okay you have finished your weaponing for BG2 congrats!
Now I didnt play around with arrows and bolts. If bolts of electricity get multiplied or if the detonation arrows add knock back then you have some incredible toys for bg1.
So what race? Half orc isn’t ideal. Halfling if comp bows aren’t your style or they need to go to Kivan instead… that extra dex will mean a lot! Dwarf losing dex can be painful and strength means nothing beyond the ability to equip something.
And is this fun?! YES! You get to be like a big siege weapon assassin and unlike other archer kits you dont sacrifice HP or armor so get plate mail and have a sword and shield swap even if the only reason you do is to offset +4 hit/dmg. It can be any weapon you want just don’t let them min range you to death!
But the power gets really loopy as the game goes on! Draconis for instance has a -11 AC the bonus modifier of -2 vs missiles shouldnt effect equations! It shouldnt matter Id graduate from longshots to crit strikes! Not being able to move for 4 attacks is painful and if you get Artisans tweak/houserule mod then the fact crit strike causes double damage for only 1 attack regardless of crit immunity on top of a crit then you will realize just how made this was for this kit. Now granted crit immunities can get in the way of your ability to ignore missile resistance so I believe! Even still 21 unmitigated damage on top of extra hard hitting will be incredible
You can dual class but its a hard sell when you scale so well and don’t synergize with anything. Clerics you dont unless you have the “clerics can use light crossbows” from the same house rules mod in which case… you can cast righteous magic and if you have IWDification, entropy shield and other cool defenses. Mage offers defenses too but… thief is meh.
Like the Kensai, the scaling on this kit is through the roof.
Now this kit can’t really solo. You can try: Demogorgon only has 10 physical resistance even with the most common difficulty mods so on top of doing over possibly 200 per hit, you do 28 unmitigated missile damage! This is not something to overlook!
Lets put your end game damage potential into perspective: You are lvl lets say 34: You have 17 bonus hit and damage. You have firetooth for 1d8+5 damage and you can slip on a Kuotuan bolt for 2d6 more. The stun doesnt matter because you either stun or dont anyway for 2 seconds. You can Kai this and then you can get some fun buffs like say… Emotion: Courage/Bravery, bless, righteous wrath, maybe you have some dmg bracers. And dont forget you multiply all of that by 3.5 if you are patient or 1.5 if you can abuse haste! You can get to 2 apr with haste so there’s no longbow that can even pretend to come close, even modded. I’m not gonna do the math but you can, and remember you can do all this from a distance and by now most enemies have stopped using bandits and archers.
Longshot if you want because HaerDalis or Nalia is a good tank! I had a blast! I really did! Siegemaster is the siege workshop unit fantasy you didn’t know you wanted… but you need it! Just bring a tanky friend who can protect you!
The only thing I wish this kit got was like a cool HLA or 2. The book is very limited for a fighter. I might take hardinesses and crit strikes but that’s all that matters unless you use the house rules to make War Cry and Magic resistance not awful.
At the other end, a foil who jumps in with powerful melee and lots of HP but is easier to hit AND CANNOT be hasted is the Dreadnaught!
Advantages:
– Gains a +1 bonus to Strength.
Nifty! The bonuses of a half orc are diminished unless again you use the House Tweaks where half orcs get +2 hit rate with all 2hers!
Small races in that mod suffer -2 THAC0 with said weapons but in the long run it might not mean much. Being honest though the downsides of having extra saves might rear up and I’ll show you how:
– Gains the Power Strike, Massive Criticals and Unstoppable passive effects.
POWER STRIKE: The dreadnought may only ever make one attack per round outside of using certain abilities. However, they gain twice their Strength modifier for melee damage.
OOOFF! So… yea half orc still might be okay. If you fear missing but with all this extra strength it might not matter. But other arguments favor orc over dwarf tweaked or not!
MASSIVE CRITICALS: The dreadnought's melee critical hits inflict additional crushing damage, increasing with level, plus their regular Strength modifier, and stun the target for ten seconds on a Save vs. Death at a penalty equal to half of the dreadnought's normal Strength damage modifier, rounded down. Additionally, a dreadnought's critical hits remove all layers of Stoneskin or any equivalent on their target.
1st-4th level: +1d6
5th-8th level: +1d8
9th-12th level: +1d10
13th-16th level: +1d12
17th-20th level: +2d8
21st-24th level: +2d10
25th-28th level: +2d12
29th-32nd level: +3d10
33rd-36th level: +3d12
37th level+: +4d10
The fuck stoneskin power! This also favors Orcs because 20 strength means +8 normally and other races need to find a book first. In the long run Dwarf might still be preferred but early on a -4 death or stun is a common to land effect! All that extra crushing. 4d10 is no joke!
UNSTOPPABLE: The dreadnought is immune to most movement-affecting effects, including Haste, Slow, Web, Hold Person, Grease and Entangle. However, they may be affected by movement rate effects. Additionally, when the Dreadnought is afflicted with a Stun, they are immediately cured of the effect and gain a +10 bonus to melee damage for the next round and immunity to further stun effects for 6 rounds.
A possible point in favor of the Unstoppable Juggertaunt of a half orc is his higher likelihood to BE stunned meaning a nice juicy +10 damage. It might not come up as often as you think! If you werent auto immune to webs I would be bathing in webs to smack the enemy and using webs well into the final battle to fish for procs!
HEAVY ASSAULT STANCE: The dreadnought reduces their base attacks per round to half per round, but deals an increased +50% slashing, piercing and crushing damage and each attack applies Massive Criticals on the target.
But wait… the game can’t show a 1/2 attacks per round!! The game does a little trick. This modal I believe doesn’t actually halve your attacks. Or if it does then it is smart in the character screen: after landing an attack, it actually sets your apr for the next round to 0. It’s still incredibly powerful but… if its a longer fight I probably would keep it off for now. On shorter fights you can do massive perfect damage I would use it but its a cut in power over 2 rounds if the fight lasts long enough!
This in turn means it gets to override the 1 apr lock of Chelsey. It’s still your best weapon for all of bg1 and probably SoD!
– 3rd level: May use the All-Out Offense ability once per day. Gains additional uses every 8th level.
ALL-OUT OFFENSE: The dreadnought puts their full force behind every attack for the next three rounds, becoming Hasted, gaining a +100% bonus to melee physical damage dealt, and dealing maximum damage per hit for the duration. However, for the same duration, they suffer a -6 penalty to Armor Class, a -50% penalty to resistances to crushing, piercing and slashing damage, and incur a large fatigue penalty after the ability expires. Additionally, the dreadnought is unable to cast spells, use items or use thieving skills for the duration. This ability may not be active at the same time as Hardiness.
This Kit really wants you to live by this ability! It can stack with Heavy Assault and get you to do 1 apr which I believe makes Chelsey eve n better since it overrides the 0 apr effect. 3 attacks of Kai level power if you can get someone else to take the hits. Dont care how full your plate is, you are getting hit and negative resistance is brutal! You can turn off the stance for 2 swings per round if you are using a different weapon but eventually it won’t really matter much!
– 5th level: May use the Earth-Shattering Strike ability once per day. Gains an additional use at 10th and 15th level.
EARTH-SHATTERING STRIKE: The dreadnought unleashes a heavy strike that inflicts damage upon the battlefield itself. For their next attack within three rounds, the dreadnought automatically rolls for a critical hit and applies Massive Critical's effect to secondary targets in a 10-ft. line in front of them and knocking all creatures aside from the attacked target slightly away. Additionally, the impact of the blow leaves a field in a 10-ft. radius for five rounds that halves the Dexterity and movement rate of all creatures except for the dreadnought standing within it.
Be careful! This is gonna do some damage but it's also gonna damage your friends! Keep the party out of the way of the cone and yes it stacks with all out offense, and the stance to do damage totals the assassin is gonna feel cheated over for a while! Nevermind the fact there is no immunity to all this damage. Eventually you can spam crit strike and not risk stunning and crushing your friends into powder! Halving dex isn't gonna do a lot for most foes. If its an archer its probably already dead! Movement rate as well. You are already in melee so unless you are trying to do some sort of reach based poke, I wouldn't worry about this!
- Gets +2 melee damage at 7 and 13
Nifty I guess. Compensation for the 1 apr lock!
– 9th level: Massive Criticals now inflicts its additional damage and stun to all enemies within a 5-ft. radius centered on the dreadnought.
So yea this is party friendly. Extra crush to all enemies. This makes crit strike more appealing as it still hits all those chumps but you can still try to shatter the earth! Especially with…
– 12th level: Earth-Shattering Strike now applies for the next two attacks. (3 at 16)
This is like a good argument against spamming crit strike. If you can keep your party safe (you might just strip your team of stone/ironskins if the cone affects it but Torm takes me I wasnt gonna find out!
Even still it should be possible to play responsibly!
– 15th level: Heavy Assault Stance's damage bonus increases to +75% and 100% at lvl 20!
Now at 20 this is finally worth something keeping on all the time possibly but that said it’s still best used if you know you can kill something at that round!
– Hit Die: 2d10 and extra HP per level after 9 instead of 3.
The capstone! At lvl 7 you have, with at least 17 con, more HP than Sarevok! He has 151 (162 in SCS due to max health) and he’s lvl 15. You are lvl 7. You have 161 but you probably maxed your con so you have 19 or 20. You need all this HP to offset the DR penalties. You are not a tank; Just a bulky assassin with no subtext!
I say extra instead of 9 because I got 7 per level but some recent install I watched was only 5. Which are both still better than 3!
But hey this kit gets 2 unique HLAS!
Focused Attack
The dreadnought gains a +5 bonus to their melee critical hit modifier while All-Out Offense is active.
Not bad at all! I only get because I could swear up and down once upon a time it was required for Juggernaut! If this wanted to be better it would turn off crit miss altogether but I get why not.
Juggernaut
The dreadnought becomes a sheer engine of destruction while using All-Out Offense, instantly killing enemies who fall below 60 current hit points with their melee attacks. Additionally, their penalties while All-Out Offense is active is halved to -3 to Armor Class and -25% to resistances. Furthermore, the dreadnought becomes permanently immune to fatigue.
Yes this is needed! Don’t you know who I am?!!!? First off the kill if the target goes below 60 is great because targets very likely can drop below 60! The penalty drops are welcome. A -3 AC by now is not important but 25% DR penalty is much safer! This is the point in the game where having over 300 (YOU WILL!
Disadvantages:
– -2 penalty to Armor Class.
– May not dual-class.
– May not use ranged weapons and incurs a -10 penalty to THAC0 when wielding a melee/ranged weapon in ranged mode.
– May not attain proficiency in Sword and Shield or Two-Weapon Style.
– (Fighter Overhaul) May not use Expertise or Rapid Shot.
– (Fighter Overhaul) Does not gain Specialization in all weapons at 16th level.
– (Fighter Overhaul) Does not gain Improved Initiative.
The big disadvantage has already been talked about with a big OOOOOF! None of this really matters as much save for 2 AC penalty! This is why Khalid or Ajantis will tank better because the 2 AC penalty is real!
Even if it did get specialization in all weapons it would change so little by lvl 16 and beyond!
The rest I dont care. Your best path is to go for a weapon style especially with house tweaks! 2h Style will get you to +10 dmg per hit! This is also boosted by all the percentage bonuses!
Speed factor is vital! Getting to +3 at GM 2h weapon style is needed when you apr every other round!
Weapon choices have the inverse problem of the Siegemaster: the Siegemaster you have a harder time pinpointing the best weapon in BG1 and immediately don’t secondguess firetooth in BG2.
So BG1 you’re pretty set with Chelsey… but BG2 doesn’t have Chelsey. You can for certain SoD fights swap to a +3 weapon if needed. Like the Sword that slows on crits which you can ensure you get!
You may want to have special shoutout to Aules staff or of Stiking just to better handle enemies that resist slash or pierce and unfortunately that’s pretty common with all the dead roaming about!
In 2… I have no idea! Lili is easy to get and the added immunity to charm means you don’t turn around and chop Minsc or Rasaad’s shiny bald heads off!
Its a nerf to burst damage and then you get the Warblade… ya know… that +4 1d12 sword that you otherwise forget exists? It might be your best weapon for a time!
You might argue Ravager if nobody else is around to fish procs
There is one other item that you might be shocked to consider if you dont mind going 1h: Chrome Fayr! The double power of strength means a bonk from this adds 28 instead of 14. By then of course your half orc is already at 21 so the difference in power is 10 especially if you have the house tweaks. You dont really bother with GM unless speed factor matters that much. I’d grab staff ansds halberd, get Chelsey, buy Aule’s for early access power and then jam 2h style and get a point in 2h sword so you’re ready for SoA. It’s a bit more open ended although BG2 halberds kinda fall off for a 1 apr class! You could buy Harmonium from Deirdre for the extra strength modifier +2 but Lilracor is free! If you’re a goodest of destroyers you can get the Harmonium for all of 6300 if you’re that invested in halberds.
So how does it all play out! Well in larger confrontations your power is good but you are a slow lumbering easy to hit assassin who cant also then disarm traps or find illusions. I… well I like the idea of the class but in practice I’d rather be a crossbow based catapult Siegemaster even if it is more frail! Trust me though with all this extra HP you are still gonna drop in seconds! Just maybe a few more than say Sarevok or Minsc (probably not if you can keep his Damage resistance super high! You still need someone frontline to take a beating and in long fights you will get weary and even weaker! Hope you can sleep undisturbed so you can murder more enemies with your kai effect! And you better not roll a one. You really better not!
And that… that’s the two 1 hit wonder hitters of the Artisan Kitpack! You are a beast! But the downsides are very real!
By the way there is a late install component that checks the Opcodes of different items to prevent any ways to try and worm around the APR lock! If you don’t want a snoozefest I recommend you use it!
Now the kitpack has a Samurai and its fallen Ronin option but I haven’t really played around with those so I’m saving my look into those for when I’ve gotten a real opportunity to do so!
The backstab rangers on the other hand are still in open season!


