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Aura

Race

Gnome

Class

Artificer (Thief)

Alternative: Illusionist / Artificer
Priestess (Cleric) / Artificer
Artificer (Bard)
Str Dex Con Int Wis Cha
8 16 13 19 14  15
16 

Proficiencies

LG NG CG
LN TN CN
LE NE CE
  Download

Overview

Aura Glimmershine is a young lawful good-aligned gnome artificer and inventor from the island nation of Lantan. The mod contains content for the entirety of the Baldur's Gate series (Baldur's Gate I, Siege of Dragonspear, Shadows of Amn, Throne of Bhaal) and may be installed in any of the Baldur's Gate: Enhanced Edition games, including Enhanced Edition Trilogy.

In Baldur's Gate I, she may be found in the town square of Beregost.

In Baldur's Gate: Siege of Dragonspear, she may be found in the Coast Way Forest.

In Baldur's Gate II: Shadows of Amn, she may be found by first visiting the Jansen home in the Slums district, then leaving the district after seeing a certain event.

Romance

This mod contains romantic content for female PCs. In Baldur's Gate I, she may be flirted with, but while there are additional lines in her timed dialogue for romantically compatible PCs, there is no exclusive content.

In Baldur's Gate: Siege of Dragonspear, Aura may begin a romance with a non-evil female of any race with 12+ Intelligence and 10+ Charisma. Aura is generally affectionate and will respond amicably to a partner who is friendly, intelligent, and willing to listen. On the other hand, she is quick to back off if the PC displays no signs of interest, and callous responses are quick to turn her off.

Starting from Baldur's Gate II, an interested female PC may pursue a romantic relationship with Aura with the same aforementioned prerequisites. To initiate the romance, the player must acknowledge a prior relationship during an early event, specifically by choosing a dialogue option mentioning that the player was 'close' to her.

Crossmod

The mod includes crossmod content for both games, mostly involving banters with other mod NPCs.

Dave
Drake
Emily
Flara
Helga
Isra
Kale
Littlun
Moidre
Recorder
Sirene
Verr'Sza
Vienxay
Vynd
White

Back to Brynnlaw
Dvaradime
Fade
Faldorn
Foundling
Lhaand
Ooze's Lounge
Pai'Na
The Sellwords
Sirene
Skie: The Cost of One Girl's Soul
Skitia's NPCs
Southern Edge
Tangled Oak Isle
Tales of the Deep Gardens
Verr'Sza
Walahnan
Whin Hill
Will of the Wisps
Xan
Xzelë
Yeslick
Yoshimo Romance
Yvette

Artificer Kit

Aura uses the unique artificer thief kit, which specializes in traps and spending gold to create consumable items. She may be installed as a single-class artificer, which is preferred, or for those looking for her to fill other roles, may instead be installed as an illusionist/artificer and a priestess/artificer, with an additional custom cleric kit for the latter.

Descriptions for the new kits are provided below.

ARTIFICER: Lantanese artificers are master innovators and craftsmen, making up for their lack of combat or cloak-and-dagger skills with expert knowledge in use of arcane runes, deadly alchemical traps and metal automatons.

Advantages:
– +20 bonus to Lore.
– +5 additional Lore per level gained.
– +10% bonus to Find Traps, Open Locks and Set Traps.
– May use the Set Alchemical Snare ability once per day in addition to the normal Thief's Set Snare. Gains one use at level 1 and an additional use every 5 levels thereafter.

Set Alchemical Snare: Set a trap in the targeted location when no hostile creatures are in sight. Traps deal 2d4 (+1d4 extra damage per 3 levels) fire, cold, acid or electrical damage of the artificer's choice in a 10' radius, inflicting additional effects that last for 2 rounds + 1 round per 3 levels of the artificer. Effects are dependent on the chosen element. Alchemical Snares can only be set off by enemies, but affect all within its area of effect.
 ALCHEMIST'S FIRE: Trap damage increases to d6 and sets targets Aflame, dealing an additional 1d4 fire damage per round.
 RAPID FREEZE: Targets become Slowed, suffering a -4 penalty to THAC0 and Armor Class.
 ACIDIC COMPOUND: Targets are afflicted with Corrosion, suffering a -25% penalty to Physical Resistance and Damage.
 ELECTRIC CHARGE: Targets become Shocked, suffering a 10% chance every round to become Paralyzed for 1 round.

– May use the Craft Rune ability once per day.

CRAFT RUNE: Artificers that have knowledge of magic are capable of creating and using runes charged with arcane energy. When the Craft Rune ability is used, a rune may be chosen from a selection that may be expended immediately or imbued on a target to discharge under specific triggers to cast a powerful arcane spell.

– May use the Advanced Alchemy ability at will.

ADVANCED ALCHEMY: Lantanese artificers are skilled in chemistry and potion-making. This skill may be used to craft a number of potions or alchemical weapons. The types of potions available for crafting increase with the artificer's level.

– May use Analyze at will.

ANALYZE: With this ability, the user carefully observes the target and identifies their strengths and weaknesses, revealing their Hit Die, THAC0, Saving Throws, Magic Resistance, Damage Resistance and vulnerability to Poison and Backstabs. This ability may be used an unlimited number of times.

– 3rd level: May use the Infusion ability once per day.

INFUSION: The artificer infuses their allies' weapons with empowering elements, increasing their effectiveness. When using the ability, an artificer may enhance a particular type of physical damage, refreshing once per 8 hours. All party members' weapons of the corresponding type are treated as having a +1 enchantment for the purposes of determining what they can hit for 8 hours and gain a 10% bonus to damage with the selected damage type +1% additional damage per two levels, capping at 30% at 40th level, with an additional effect:
 SLASHING: Increases critical hit rate with slashing weapons by 1.
 CRUSHING: Attacks with crushing weapons reduce target's THAC0 by 2 points for 2 rounds (non-cumulative).
 PIERCING: Attacks with piercing weapons reduce target's piercing resistance by 25% for 2 rounds (non-cumulative).
 MISSILES: Additional +1 bonus to hit and damage with ranged weapons.

– 8th level: Infusion's enchantment bonus increases to +2.
– 9th level: May use the Craft Automaton ability once per day.

CRAFT AUTOMATON: The artificer spends two rounds to assimilate a powerful automaton which can be controlled at will. Automatons last until destroyed, are disabled if their creator is incapacitated, lose control if their creator's mind is affected and fall apart if their creator is killed. Only one automaton can be controlled at any given time.

– 10th level: Gains an additional use of Craft Rune.
– 12th level: May use Elemental Infusions.

ELEMENTAL INFUSIONS: The artificer may now use Infusion to instead empower an elemental type (fire, cold, acid, electrical), granting a 10% bonus to damage with and resistance to that element from all sources with an additional +1% additional per level, capping at 50% at 40th level.

– 16th level: Infusion's enchantment bonus increases to +3.
– 18th level: Soul of Artifice: +1 bonus to Saving Throws. This bonus increases to +3 while under the effects of Infusion.
– 20th level: Gains an additional use of Craft Rune.
– 24th level: Infusion's enchantment bonus increases to +4.
– 32nd level: Infusion's enchantment bonus increases to +5.
– 40th level: Infusion's enchantment bonus increases to +6.

Disadvantages:
– Hit Die: d4
– Base THAC0 progresses as a Mage of the same level.
– -10% penalty to Pick Pockets, Hide in Shadows and Move Silently.
– No backstab multiplier.
– May only distribute 20 skill points per level among thieving skills.

PRIESTESS: Priestesses of the Way, a Kozakuran faith, are believers in harmony and seek to understand how to manipulate the forces that keep the world in balance, gaining powers similar to that of divine magic in the process. Many dedicate themselves to wandering the land for knowledge, tending to sacred shrines, or becoming philosophers.

Advantages:
– May use the Spiritual Blessing innate ability once per day.

SPIRITUAL BLESSING: The priestess invokes a prayer to heavenly spirits, bestowing a random blessing upon the target. There is a 25% chance of gaining +2 THAC0 and +10% increased damage, a 25% chance of gaining +2 to Luck and Saving Throws, and a 25% chance of gaining +2 to Armor Class and +10% resistance to all damage. Regardless of the blessing, the target is also healed for ten hit points and cured of all diseases and poisons. However, the fickle nature of spirits means there is a 25% chance that no blessing is granted at all. From 12th level onwards, Spiritual Blessing is cast in a 15-ft. radius around the priestess, affecting all allies.

– May cast Protection from Evil 10' Radius once per day. Gains one use at level 1 and an additional use every 10 levels thereafter.
– 6th Level: may cast True Seeing as an innate ability once per day.

Disadvantages:
– May only be proficient in clubs, quarterstaves, short bows and slings.
– May not wear armor heavier than studded leather.
– May not be chaotic or evil-aligned.

If EEex is installed, Aura may instead be installed as a variant of the artificer using the bard kit as a base. This variant of the kit has no bard song and functions closely to a thief with limited arcane spellcasting. This version of the kit is highly recommended.

ARTIFICER: The artificer is a trained inventor and scholar, most prominent in the distant island nation of Lantan. Lantanese artificers are master innovators and craftsmen, making up for their lack of combat or cloak-and-dagger skills with expert knowledge in use of arcane runes, deadly alchemical traps and metal automatons.

CLASS FEATURES:
– May not wear armor heavier than chain mail. (Spells cannot be cast while wearing armor.)
– May not equip shields larger than bucklers.
– May only become Proficient (one slot) in any weapon class.
– May only become Proficient (one slot) in any fighting style.
– Thieving Skills: Open Locks, Find Traps, Detect Illusion, Set Traps.
– Increased Lore score.
– May cast arcane spells starting at 3rd level. Spells are cast as though a mage of 2 levels lower.
– May use the Set Snare ability once per day. Gains one use at level 1 and an additional use every 5 levels thereafter.

SET SNARE: Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the Artificer's level and can only be triggered by enemies.
 1st level: Deals 2d8+5 missile damage.
 11th level: Deals 2d8+5 missile damage and additionally deals 2d6 poison damage per round for the next 3 rounds.
 16th level: Deals 3d8+5 missile damage and 4d8+2 fire damage.
 21st level: Deals 3d8+5 missile damage and 20 poison damage with no save; slays target if a Save vs. Death with a +4 bonus is failed.

– May use the Set Alchemical Snare ability once per day in addition to the normal Set Snare. Gains one use at level 1 and an additional use every 5 levels thereafter.

SET ALCHEMICAL SNARE: Set a trap in the targeted location when no hostile creatures are in sight. Traps deal 2d4 (+1d4 extra damage per 3 levels) fire, cold, acid or electrical damage of the artificer's choice in a 10' radius, inflicting additional effects that last for 2 rounds + 1 round per 3 levels of the artificer. Effects are dependent on the chosen element. Alchemical Snares can only be set off by enemies, but affect all within its area of effect.
 ALCHEMIST'S FIRE: Trap damage increases to d6 and sets targets Aflame, dealing an additional 1d4 fire damage per round.
 RAPID FREEZE: Targets become Slowed, suffering a -4 penalty to THAC0 and Armor Class.
 ACIDIC COMPOUND: Targets are afflicted with Corrosion, suffering a -25% penalty to Physical Resistance and Damage.
 ELECTRIC CHARGE: Targets become Shocked, suffering a 10% chance every round to become Paralyzed for 1 round.

– May use the Craft Rune ability once per day.

CRAFT RUNE: Artificers that have knowledge of magic are capable of creating and using runes charged with arcane energy. When the Craft Rune ability is used, a rune may be chosen from a selection that may be expended immediately or imbued on a target to discharge under specific triggers to cast a powerful arcane spell.

– May use the Advanced Alchemy ability at will.

ADVANCED ALCHEMY: Lantanese artificers are skilled in chemistry and potion-making. This skill may be used to craft a number of potions or alchemical weapons. The types of potions available for crafting increase with the artificer's level.

– May use Analyze at will.

ANALYZE: With this ability, the user carefully observes the target and identifies their strengths and weaknesses, revealing their Hit Die, THAC0, Saving Throws, Magic Resistance, Damage Resistance and vulnerability to Poison and Backstabs. This ability may be used an unlimited number of times.

– 3rd level: May use the Infusion ability once per day.

INFUSION: The artificer infuses their allies' weapons with empowering elements, increasing their effectiveness. When using the ability, an artificer may enhance a particular type of physical damage, refreshing once per 8 hours. All party members' weapons of the corresponding type are treated as having a +1 enchantment for the purposes of determining what they can hit for 8 hours and gain a 10% bonus to damage with the selected damage type +1% additional damage per two levels, capping at 30% at 40th level, with an additional effect:
 SLASHING: Increases critical hit rate with slashing weapons by 1.
 CRUSHING: Attacks with crushing weapons reduce target's THAC0 by 2 points for 2 rounds (non-cumulative).
 PIERCING: Attacks with piercing weapons reduce target's piercing resistance by 25% for 2 rounds (non-cumulative).
 MISSILES: Additional +1 bonus to hit and damage with ranged weapons.

– 5th level: Sapientia: Gains an additional +10 bonus to Lore. The artificer gains an additional +1 bonus to Saving Throws vs. Spells for every 50 Lore.
– 8th level: Infusion's enchantment bonus increases to +2.
– 9th level: May use the Craft Automaton ability once per day.

CRAFT AUTOMATON: The artificer spends two rounds to assimilate a powerful automaton which can be controlled at will. Automatons last until destroyed, are disabled if their creator is incapacitated, lose control if their creator's mind is affected and fall apart if their creator is killed. Only one automaton can be controlled at any given time.

– 10th level: Gains an additional use of Craft Rune.
– 12th level: May use Elemental Infusions.

ELEMENTAL INFUSIONS: The artificer may now use Infusion to instead empower an elemental type (fire, cold, acid, electrical), granting a 10% bonus to damage with and resistance to that element from all sources with an additional +1% additional per level, capping at 50% at 40th level.

– 16th level: Infusion's enchantment bonus increases to +3.
– 20th level: Soul of Artifice: +1 bonus to Saving Throws. This bonus increases to +3 while under the effects of Infusion.
– 20th level: Gains an additional use of Craft Rune.
– 24th level: Infusion's enchantment bonus increases to +4.
– 32nd level: Infusion's enchantment bonus increases to +5.
– 40th level: Infusion's enchantment bonus increases to +6.
– Hit Die: d4

Alternate Portraits

During Aura’s... very, very long development process, I began practicing image editing and produced multiple portraits of various quality throughout the course of my modding hobby. Depending on your preferences, any of these portraits may be chosen as an alternative during installation.

OverviewRomanceCrossmodArtificerPortraits