Open Grammarsalad opened 5 years ago
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The purpose of this mod is to re-balance kits and base classes ala Kit Revisions. This mod (is) will be compatible with Kit Revisions if the latter is installed first. This mod will also offer a number of additional (optional) kits to install.
Compatibility: Should be completely compatible with Kit Revisions, Proficiencies, Tome and Blood, Faiths and Powers, Might and Guile, and Rogue Rebalancing. Additionally, this mod will strive to be compatible with all other mods. Please notify the author (Grammarsalad) if you find an incompatibility.
Install Order
TBD
Engine and Mod Compatibility:
Install Proficiencies either before or after the following mods:
- Faiths and Powers
- Spells and Magic
Spells and Magic should be installed after the following mods to minimize conflicts:
- Spell Revisions (v4 beta or later) (?)
- IWDification (?)
- More Style for Mages (?)
- Tome and Blood (?)
- Deities of Faerûn (?)
Spells and Magic should be installed before the following mods:
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This mod would be nothing without the numerous modders, testers and users in the BG community. I can't hope to thank them all, but I'll try to remember everybody. (Please bonk me on the head if I haven't mentioned you, and I will rectify the situation asap).
Subtledoctor: Man, what can I say. He has contributed so much to this mod, directly and indirectly, that I can honestly say that much of the best work in this mod is his.
Aquadrizzt: Much like Subtle, Aqua has helped me with this and other mods in so many ways, both directly and indirectly.
Kjeron: Kjeron is just a Weidu Wizard. This mod would be nothing without his insight and countless suggestions.
Raduziel: Raz has contributed a number of spells to this mod. Just a great guy.
Requiem and Mordeus: For Inspiration and Resources.
IchigoRXC: Ichi has graciously created a number of spell icons for this mod (and Faiths and Powers)
Pecca: For allowing me to include his amazing Spontaneous Casting mod as a component in Spells and Magic.
I would also like to thank the following people for their assistance with, and contributions to, this mod.
The following people have been patiently giving me feedback on this and other mods for years.
Ineth,
Tome and Blood: https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1
Scales of Balance: https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1
Spell Revisions: http://gibberlings3.net/forums/index.php?showforum=153
Faiths of Faerun: https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1
Deities of Faerûn: https://forums.beamdog.com/discussion/69241/kit-pack-deities-of-faerun-v-1-9-7-3-49-cleric-kits-and-more-for-iwd-bg-2-ee-and-eet/p1
d20 Pathfinder SRD: http://www.d20pfsrd.com/magic/spell-lists-and-domains
**Countless 2e pdfs purchased at drivethrurpg: https://www.drivethrurpg.com/
Faiths and Powers: https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1
Spells and Magic:
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RALLY: When the bard uses rally,
In order to perform rally, the bard must remain in place. If
COUNTERSONG: When the bard uses this ability, all of
FASCINATE: When the bard uses this ability, all enemies within 30 ft. must save vs. Spell (with a +2 bonus) or become enthralled, unable to take action until 1 round passes or they take damage. Enemies suffer a -1 penalty to this save for every 3 levels the bard possesses beyond 8th level (maximum -4 at 20th level).
The bard must remain still while performing fascinate. If
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DEFENSIVE SPIN: Defensive spin is a specialized form of parrying that is quite impressive to watch. While performing defensive spin, the Blade gains a +1 bonus to AC against all melee weapons for every two levels
OFFENSIVE SPIN: Offensive spin is a much more aggressive display of prowess compared to defensive spin, though it is a bit more reckless. While in this stance, the Blade's movement rate doubles and
WEAPON DISPLAY: When performing a weapon display, the Blade performs an impressive and intimidating display with
Enemies that come within melee range of the blade (about 4') must save vs. breath (with a -2 penalty) or take 1d6 slashing damage from the whirling blades. This damage increases by 1d6 for each 5 levels (max 5d6 at 20th level).
The blade can only move at half speed while performing Weapon Display.
Finally, Weapon Display cannot be performed while the blade is in a Stance.
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TAUNT: The jester can use taunt against any creature within 30' that can hear
This effect lasts for 1 round, +1 round per 3 levels of the jester. Further, the target suffers a penalty to their save for every three levels of the jester.
The jester cannot taunt a creature more than once in a given encounter. Whether or not they save, targets are immune to further taunting effects for 8 hours.
BUFFOONERY/JESTING: The jester is a master at using humor and buffoonery to lighten the mood, buffering
While using this performance, the Jester takes advantage of distracted enemies effectively gaining a +2 bonus to AC. This bonus increases by +1 per 5 levels the jester has attained (maximum +6 at 20th level).
At 1st level, allies gain a +1 bonus to saves, while enemies must save each round vs. wands with a +2 bonus or become enraged (as taunt above) for 1 round. Every 5 levels the jester has attained, the save bonus increases by +1 and enemies suffer a -1 penalty to this save (max +5/-5 at 20th level).
At 10th level, allies recover from , and are immune to, fear and charm effects while the jester is performing.
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BATTLESONG: ?
1st level: Grants allies a +2 bonus to hit and damage rolls, and a +2 bonus to AC.
15th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear.
20th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion.
INCITE RAGE:
SONG OF THE FALLEN:
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Prime Requisites For Dual-Classing: Wisdom
^Domain spells can be swapped out for Spontaneous Casting (See below).
Domain Spells
Here is a list of each spell that the cleric can cast once per day for each selected sphere. Note that in some instances, a character will gain the ability to cast a single spell more than once. Also note that in some instances, different spells will be available depending on cleric alignment.
HEALING
Spell Level | Spell |
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1st | Cure Light Wounds |
2nd | Cure Moderate Wounds* |
3rd | Cure Medium Wounds |
4th | Cure Serious Wounds |
5th | Mass Cure Light Wounds |
6th | Heal |
7th | Heal (x2) |
//*spell added by this component
NECROMANTIC
Spell Level | Spell (Good or Neutral) |
---|---|
1st | ? |
2nd | Hold Undead |
3rd | ? |
4th | Death Ward? |
5th | Death Ward x2(?) |
6th | |
7th | Death Ward x3(?) |
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This component only adds performance fatigue to the Bard Song and not to the Shaman Dance.
This component only adds performance fatigue to the Shaman Dance and not to the Bard Song.
This component adds performance fatigue to both the Shaman Dance and the Bard Song.
This component imposes 1 point of fatigue whenever the Enrage Class feature is used.
This component imposes 1 point of fatigue whenever the Rage Class feature is used.
This component imposes 1 point of fatigue whenever the Rage or Enrage Class feature is used.
This component imposes 1 point of fatigue whenever the Rage or Enrage Class feature is used.
This component adds performance fatigue to both the Shaman Dance and the Bard Song.
This component will modify priests' and paladins' turn undead level by their current charisma as per the table above.
This component will modify only priests' turn undead level by their current charisma as per the table above.
This component will modify only paladins' turn undead level by their current charisma as per the table above.
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This component gives all characters a chance, if small, to search for traps (if not disable them). Every class gets a base 5% chance to detect traps (modified by dexterity--or otherwise--as normal).
This component adds bard specific skills to the game--Bardic Knowledge and Performance--and enables the bard to pick locks. This component also allows the bard to put points into their skills. The Bard and Jester get 25 points at first level and 15 points per level. The Blade gets 15 points at first level, and 10 points per level. The Skald gets 10 points at level 1 and 5 points per level. See the next section for skill descriptions. These new thief skills gain a bonus as per Vartiant Attribute bonuses to skills described in the next section.
This component adds thief specific skills to the game--use scroll and WHAT???--and allows the thief to select those skills as normal. See the next section for skill descriptions. These new thief skills gain a bonus as per Vartiant Attribute bonuses to skills described in the next section.
This component makes a few changes to the standard thief skills
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B_Kits
The purpose of this mod is to rebalance kits and base classes ala Kit Revisions. This mod (is) will be compatible with Kit Revisions if the latter is installed first. This mod will also offer a number of additional (optional) kits to install.
Compatibility: Should be completely compatible with Kit Revisions, Proficiencies, Tome and Blood, Faiths and Powers, Might and Guile, and Rogue Rebalancing. Additionally, this mod will strive to be compatible with all other mods. Please notify the author (Grammarsalad) if you find an incompatibility.
Install Order
TBD
Component Overview
GIVE AN OVERVIEW OF EACH COMPONENT HERE. Describe them more fully below
Class Revisions
101-???: The Bard
Description
Also see the Performance Fatigue component in the 'extra' class modifications. That component was originally meant to be a part of all Bard revisions, but I decided to separate it out as that might be too extreme of a change for some.
101: The Bard: Conservative Version
This component will install the 'conservative' bard revision. The overall changes to the Bard class are as follows (see the revised descriptions below for more detail):
Bards can be of any alignment
Bards can cast spells while wearing up to and including chainmail without penalty.
All races will be able to select the Bard class, though not all races will have access to every kit.
Bard Songs will be more useful in that they will last a number of rounds after the bard has stopped performing. However, the bard will not be able to use the performance at will as before. Rather, they will have a 'cool down' period, where they cannot use their song at all (alternatively, performance will cost fatigue...)
Most bards will have access to multiple performances. The base bard will have access to the rally, countersong, and fascinate performances. See individual descriptions for details.
Thief Skills: Bards will have access to more Thief Skills (Requires EEEx).
All bards can specialize (++) in any fighting style, and gain mastery (+++) in two weapon fighting.
Generally increased Hit Die. See individual descriptions for details.
Bard Base Class (Revised Base Class)
BARD: The Bard is a rogue, but is very different from the Thief. The Bard's strength is pleasant and charming personality. With it and wits, makes way through the world. A Bard is a talented musician and a walking storehouse of gossip, tall tales, and lore; learns a little bit about everything that crosses path and is a jack-of-all-trades but master of none. While many Bards are scoundrels, their stories and songs are welcome almost everywhere.
Class Features:
Performances are taxing, incresing the fatigue level of the bard by 1 for every round plays. recovers this fatigue after 1 hour. cannot perform if becomes exhausted.
RALLY: When the bard uses rally, grants all of allies, including self, a +1 bonus to attack rolls, damage rolls, and saving throws. At 6th level, all allies are also protected from fear. They gain immunity to fear effects for as long as the song lasts, and any fear effects currently on them are removed. At 12th level, all allies also gain +1 to luck, which grants an additional +1 to all saves, and a +10% bonus to all of their thieving skills. In addition, the bonuses to attacks, damage and saves increase to +2 (for a total of +3 to saves). Finally, at 17th level, the the bonuses to luck increases to +2, with it the additional save bonus increases to +2, and the skill bonuses increas to +20%, and the bonuses to hit, damage and saves increase to +3 (+5 to saves). moves, rally ends (though, the effects continue based on level; that is, 1 round per 5 levels.)
In order to perform rally, the bard must remain in place. If
COUNTERSONG: When the bard uses this ability, all of allies within 30', including self are protected from magic, and gain a +3 bonus to save against spells, and a +1 to all other saves. In addition, all allies are permitted to make a save vs. spell (with the bonus), and if they succeed, they shrug off the effects of spells such as Silence, Shout, Great Shout, Command, Greater Command, or any other sound-based attack. At 9th level, allies can also shrug off paralysis, hold, stun, charm, or emotion-based effects, such as fear or berserk, if they make their saves. At 11th level, enemy casters find countersong distracting, and suffer a 15% chance of spell failure while within 30' of the bard. This chance increases to 30% at 16th level. Finally, at 18th level, all allies gain a +5 to their saves vs. spell, and +2 to their other saves.
The bard's movement is reduced by half while performing countersong.
FASCINATE: When the bard uses this ability, all enemies within 30 ft. must save vs. Spell (with a +2 bonus) or become enthralled, unable to take action until 1 round passes or they take damage. Enemies suffer a -1 penalty to this save for every 3 levels the bard possesses beyond 8th level (maximum -4 at 20th level). moves, the effect ends.
The bard must remain still while performing fascinate. If
Blade Kit
BLADE: The Blade is an expert fighter and adventurer whose bardic acting abilities make appear more intimidating and fearsome than is. This Bard's fighting style is flashy and entertaining but is also lethally dangerous.
Advantages:
Disadvantages:
DEFENSIVE SPIN: Defensive spin is a specialized form of parrying that is quite impressive to watch. While performing defensive spin, the Blade gains a +1 bonus to AC against all melee weapons for every two levels has (minimum +1) to a maximum of +10 at level 20. Further, any opponent that gets in melee range (4') with the blade must save vs. breath or suffer 1d6 points of slashing damage from the whirling blades. This damage increases by 1d6 every 5 levels (max 5d6 at 20th level). The Blade cannot attack nor cast spells while using Defensive Spin.
OFFENSIVE SPIN: Offensive spin is a much more aggressive display of prowess compared to defensive spin, though it is a bit more reckless. While in this stance, the Blade's movement rate doubles and gains a +2 bonus to melee attack and damage rolls as well as an extra attack per round. Finally, deals an additional +1 to damage with all melee attacks for every 5 levels. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells. The blade suffers a -2 penalty to AC while using offensive spin.
WEAPON DISPLAY: When performing a weapon display, the Blade performs an impressive and intimidating display with weapon. All intelligent enemies within 30' of the Blade must make a save vs. wands or be demoralized, suffering a -2 penalty to attack rolls, AC and moral. This penalty increases by -1 for each five levels posesses (max -6 at 20th level). Enemies make their save at -1 per 6 levels of the Blade (maximum -3 at 18th level).
Additionally, the display inspires allies, granting them a +1 bonus to attack and damage rolls.
Enemies that come within melee range of the blade (about 4') must save vs. breath (with a -2 penalty) or take 1d6 slashing damage from the whirling blades. This damage increases by 1d6 for each 5 levels (max 5d6 at 20th level).
The blade can only move at half speed while performing Weapon Display.
Finally, Weapon Display cannot be performed while the blade is in a Stance.
Jester Kit
JESTER: This Bard is well versed in the arts of ridicule and hilarity, and uses abilities to distract and confuse enemies, cavorting madly during combat. Do not mistake for a true fool, however, as can also be quite deadly.
Advantages:
Disadvantages:
TAUNT: The jester can use taunt against any creature within 30' that can hear and that has greater than animal intelligence. If the creature fails a save vs. spell, they become enraged and resort to melee, disregarding all tactics, possibly even mistakenly attacking their own allies in a fit of rage.
This effect lasts for 1 round, +1 round per 3 levels of the jester. Further, the target suffers a penalty to their save for every three levels of the jester.
The jester cannot taunt a creature more than once in a given encounter. Whether or not they save, targets are immune to further taunting effects for 8 hours.
BAFOONERY/JESTING: The jester is a master at using humor and bafoonery to lighten the mood, buffering allies against harmful magics and effects, often by telling timely jokes at the expense of enemies.
While using this performance, the Jester takes advantage of distracted enemies effectively gaining a +2 bonus to AC. This bonus increases by +1 per 5 levels the jester has attained (maximum +6 at 20th level).
At 1st level, allies gain a +1 bonus to saves, while enemies must save each round vs. wands with a +2 bonus or become enraged (as taunt above) for 1 round. Every 5 levels the jester has attained, the save bonus increases by +1 and enemies suffer a -1 penalty to this save (max +5/-5 at 20th level).
At 10th level, allies recover from , and are immute to, fear and charm effects while the jester is performing. enemies must make a save vs. paralysis each round (in addition to the save vs. enrage) or become confused for 1 round. Enemies gain a -1 penalty to this save at levels 15 and 20.
Skald Kit
SKALD: This nordic Bard is also a warrior of great strength, skill, and virtue; songs are inspiring sagas of battle and valor, and the Skald devotes life to those pursuits.
Advantages:
Disadvantages:
BATTLESONG: ?
1st level: Grants allies a +2 bonus to hit and damage rolls, and a +2 bonus to AC. 15th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear. 20th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion.
CONTINUE
INCITE RAGE:
SONG OF THE FALLEN:
201-???: The Cleric
Description
Also see the Turn Bonus by Charisma, Spontaneous Casting, Cleric Weapon Training and Cleric Armor Training components in the 'extra' class modifications. Note that if users install spontaneous casting and any cleric revision, it is recommended that they select the option to Replace Domain spells with Spontaneous casting for balance reasons unless they also install Cleric Armor Training.
201: The Cleric: Conservative Version
This component will install the 'conservative' cleric revision. The overall changes to the Cleric class are minimal, as the cleric is a pretty good class as it is. However, there are a number of optional 'extra' classes that the user is invited to check out (See below). The Conservative changes are as follows (see the revised descriptions below for more detail):
The introduction of Domain Spells (And/or spontaneous casting) to increase versatility of the cleric.
All clerics can specialize (++) in any fighting style except two weapon fighting.
New Spells. The cleric, for the most part, is defined by their spells. As such, one way to improve the class is to give them better spells.
The Cleric (Revised Base Class)
CLERIC: The Cleric is an adventuring priest who does not exclusively worship a single deity, but venerates the pantheon as a whole, . understands that no single deity can or should represent every important aspect of life. Rather, each deity has their place, their portfolios contributing to a whole that is greater than any single part. As such, these clerics are particularly versatile as they can petition different deities for spells on different occasions, though they lack the power that only a specialist can wield.
CLASS FEATURES:
Prime Requisites For Dual-Classing: Wisdom
^Domain spells can be swapped out for Spontaneous Casting (See below).
Domain Spells
Here is a list of each spell that the cleric can cast once per day for each selected sphere. Note that in some instances, a character will gain the ability to cast a single spell more than once. Also note that in some instances, different spells will be available depending on cleric alignment.
HEALING
//*spell added by this component
NECROMANTIC
CONTINUE CLERIC
501-???: The Fighter
Description
Also see the Performance Fatigue component in the 'extra' class modifications. That component was originally meant to be a part of all Fighter revisions, at least Barbarian and Berserker Revisions, but I decided to separate it out as that might be too extreme of a change for some.
501: The Fighter: Conservative Version
This component will install the 'conservative' fighter revision. The overall changes to the Fighter class are as follows (see the revised descriptions below for more detail):
Fighting Stances: Fighters will be able to employ fighting stances to change up their attack strategies. Stances are mutually exclusive abilities that enhance combat ability in some way, but often at the expense of other combat abilities. See individual Stance descriptions. All fighters and fighter kits will have some access to some kits, though the base fighter will have a larger diversity of stances to choose from.
Weapon Versatility: Base fighters will be able to use many different kinds of weapons competently.
201: The Cleric: Conservative Version
Class Features:
STANCE DESCRIPTIONS REVISE
Compatibility Notes:
B_Proficiencies: Weapon Versatility Applies to All Weapon Proficiencies as well as Armor and Miscellaneous proficiency. (Obviously, will not apply to non-weapon proficiencies.)
CONTINUE FIGHTER
CONTINUE CLASSES
Class 'Extras'
1201-1203: Class 'Extras': Performance Fatigue
If this tweak is installed, either the Bard Song or the Shaman Dance or both cause 1 point of fatigue for each round the character performs. Fatigue caused by performing recovers after 1 turn.
If installed for other class abilities, fatigue will only accrue by 1 point per use. Typically, this fatigue lasts until the character rests as normal.
When the character reaches 7 points of fatigue, they gain the 'fatigued' condition.
This component is meant to coincide with the revisions to the various classes presented in this mod as a kind of balance, but I decided to separate it out as that might be too extreme of a change for some.
1201: Performance Fatigue: Bard Song Fatigue
This component only adds performance fatigue to the Bard Song and not to the Shaman Dance.
1202: Shaman Dance Performance Fatigue
This component only adds performance fatigue to the Shaman Dance and not to the Bard Song.
1203: Bard Song and Shaman Dance Performance Fatigue
This component adds performance fatigue to both the Shaman Dance and the Bard Song.
1204: Berserker Enrage Fatigue
This component imposes 1 point of fatigue whenever the Enrage Class feature is used.
1205: Barbarian Rage Fatigue
This component imposes 1 point of fatigue whenever the Rage Class feature is used.
1206: Barbarian Rage and Berserker Enrage Fatigue
This component imposes 1 point of fatigue whenever the Rage or Enrage Class feature is used.
1207: Everybody gets fatigued
This component imposes 1 point of fatigue whenever the Rage or Enrage Class feature is used.
This component adds performance fatigue to both the Shaman Dance and the Bard Song.
1301: Unique Arcane Spell Lists
This component will allow unique spell lists for all arcane classes and kits.
TBD
1401-1403: Turn bonus by charisma
Turn Undead: This group of components modifies the turn undead level of characters based on their charisma. There are three subcomponents described below. The turn level modification is as follows:
1401: All Priests and Paladins: Turn bonus by charisma
This component will modify priests' and paladins' turn undead level by their current charisma as per the table above.
1402: Clerics: Turn Modification by charisma
This component will modify only priests' turn undead level by their current charisma as per the table above.
1403: Paladins: Turn Modification by charisma
This component will modify only paladins' turn undead level by their current charisma as per the table above.
1501: Spontaneous Casting (By Pecca)
TBD
CONTINUE EXTRAS
-------------------------------Revise Below this line ----------------------------------------------------
Component 001: INSTALL ALL REVISED AND NEW KITS (RADICAL VERSION)
This Component will use more 'extreme' measures to radically rework the way that kits and classes work in the game. While kit and class selection will appear more or less the same while playing the game, this component will make a number of changes 'under the hood' to allow for things like removed opposition schools, and so on. See the Details Below
Component 001
All Classes
Generally speaking, all classes get something of a 'boost' at first level but find that their power level does not increase as rapidly as before. Spellcasters get more spells in the early levels but cannot cast spells of higher levels as often or as early.
Fighter Alterations
All Fighters
Known Issues
Alteration Overview:
Class Features:
Note: Similar to KR version, but each stance is (potentially) permanent and mutually exclusive. Many enemies will have this applied to them so they can gain the benefits of Stances.
Note: Similar to KR, but the bonuses actually add a proficiency point (use script and invs monster)
OFFENSIVE STANCE: While in this stance, the fighter suffers a -2 penalty to AC, but gains a +2 bonus to Damage rolls. At levels 11 and 19, the fighter gains an additional +1 bonus to damage when using Offensive Stance.
DEFENSIVE STANCE: While in this stance, the fighter suffers a -2 penalty to attack rolls, but gains a +2 bonus to AC. At levels 11 and 19, the fighter gains an additional +1 bonus to AC when using Defensive Stance.
With Proficiencies Installed:
Weapon Versatility Applies to All Weapon Proficiencies as well as Armor and Miscellaneous proficiency. (Obviously, will not apply to non-weapon proficiencies.)
Bard Alterations
All Bards
Known Issues
Alteration Overview:
The three aspects of the bard class that I consider to be 'radical' are the custom spell progression, the custom spell list, and the alteration to how the bard song works (i.e. increases in potency over time, lasts for a number of rounds after the bard has stopped performing, is disabled for a period, and is generally limited in some other respect.)
All bards can specialize (++) in any fighting style, and gain mastery (+++) in two weapon fighting.
Bards will be restricted in the kinds of magic they can initially learn. In particular, they cannot learn evocation, conjuration or necromancy spells (some kits are exceptions to this). But, they will have an opportunity to learn special spells via 'song books' that they can find or purchase in their trails.
Bards can be of any alignment
Bards can cast spells while wearing up to and including chain mail without penalty.
All races will be able to select the Bard class, though not all will be able to take every kit.
Bard Songs will be more useful in that they will last a number of rounds after the bard has stopped singing. However, the bard will not be able to use the song at will. Rather, they will have a 'cool down' period, where they cannot use their song at all. At first level, this period will last for 8 hours.
Bards will be able to cast spells starting at first level. The progression is the same as before, except the bard gains access to 1st and second level spells one level earlier, and overall they cast one more first or second level spell. Revised spell progression:
Unique Bard Spells
Soothing Melody Eliminates and protects from many mental effects, and gives bonus hit points.
Bard Kits and Base Class
Bard Base Class
BARD: The Bard is a rogue, but is very different from the Thief. The Bard's strength is pleasant and charming personality. With it and wits, makes way through the world. A Bard is a talented musician and a walking storehouse of gossip, tall tales, and lore; learns a little bit about everything that crosses path and is a jack-of-all-trades but master of none. While many Bards are scoundrels, their stories and songs are welcome almost everywhere.
Class Features:
All effects generally last for as long as the bard plays the tune, + 1 round per 5 levels after finishing. After performing, a bard song, the
RALLY: When the bard uses rally, grants all of allies, including self, a +1 bonus to attack rolls, damage rolls, and saving throws. At 6th level, all allies are also protected from fear. They gain immunity to fear effects for as long as the song lasts, and any fear effects currently on them are removed. At 12th level, all allies also gain +1 to luck, which grants an additional +1 to all saves, and a +10% bonus to all of their thieving skills. In addition, the bonuses to attacks, damage and saves increase to +2 (for a total of +3 to saves). Finally, at 17th level, the the bonuses to luck increases to +2, with it the additional save bonus increases to +2, and the skill bonuses increas to +20%, and the bonuses to hit, damage and saves increase to +3 (+5 to saves). moves, rally ends (though, the effects continue based on level; that is, 1 round per 5 levels.)
In order to perform rally, the bard must remain in place. If
COUNTERSONG: When the bard uses this ability, all of allies within 30', including self are protected from magic, and gain a +3 bonus to save against spells, and a +1 to all other saves. In addition, all allies are permitted to make a save vs. spell (with the bonus), and if they succeed, they shrug off the effects of spells such as Silence, Shout, Great Shout, Command, Greater Command, or any other sound-based attack. At 9th level, allies can also shrug off paralysis, hold, stun, charm, or emotion-based effects, such as fear or berserk, if they make their saves. At 11th level, enemy casters find countersong distracting, and suffer a 30% chance of spell failure while within 30' of the bard. This chance increases to 50% at 16th level. Finally, at 18th level, all allies gain a +4 to their saves vs. spell, and +2 to their other saves.
While performing a countersong, can only move at half speed.
FASCINATE: When the bard uses this ability, all enemies within 30 ft. must save vs. Spell or become enthralled, unable to take action until 1 round passes or they take damage. Enemies suffer a -1 penalty to this save for every 3 levels the bard possesses beyond 8th level (maximum -4 at 20th level). The duration of this ability is extended by 1 round for every 4 levels the bard possesses beyond 8th level (maximum 4 rounds at 20th level). While perfroming Fascinate, cannot move at all, and unlike a normal performance, the effect ends as soon as the bard moves, regardless of level.
Blade Kit
BLADE: The Blade is an expert fighter and adventurer whose bardic acting abilities make appear more intimidating and fearsome. This Bard's fighting style is flashy and entertaining but is also lethally dangerous.
Advantages:
Disadvantages:
DEFENSIVE SPIN: Defensive spin is a specialized form of parrying that is quite impressive to watch. While performing defensive spin, the Blade gains a +1 bonus to AC against all melee weapons for every two levels has (minimum +1) to a maximum of +10 at level 20. Further, any opponent that gets in melee range (4') with the blade must save vs. breath or suffer 1d6 points of slashing damage from the whirling blades. This damage increases by 1d6 every 5 levels (max 5d6 at 20th level). The Blade cannot attack nor cast spells while using Defensive Spin.
OFFENSIVE SPIN: Offensive spin is a much more aggressive display of prowess compared to defensive spin, though it is a bit more reckless. While in this stance, the Blade's movement rate doubles and gains a +2 bonus to melee attack and damage rolls as well as an extra attack per round. Finally, deals an additional +1 to damage with all melee attacks for every 5 levels. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells. The blade suffers a -2 penalty to AC while using offensive spin.
WEAPON DISPLAY: When performing a weapon display, the Blade performs an impressive and intimidating display with weapon. All intelligent enemies within 30' of the Blade must make a save vs. wands or be demoralized, suffering a -2 penalty to attack rolls, AC and moral. This penalty increases by -1 for each five levels posesses (max -6 at 20th level). Enemies make their save at -1 per 6 levels of the Blade (maximum -3 at 18th level).
Additionally, the display inspires allies, granting them a +1 bonus to attack and damage rolls.
Enemies that come within melee range of the blade (about 4') must save vs. breath (with a -2 penalty) or take 1d6 slashing damage from the whirling blades. This damage increases by 1d6 for each 5 levels (max 5d6 at 20th level).
The blade can only move at half speed while performing Weapon Display.
Finally, Weapon Display cannot be performed while the blade is in a Stance.
Jester Kit
JESTER: This Bard is well versed in the arts of ridicule and hilarity, and uses abilities to distract and confuse enemies, cavorting madly during combat. Do not mistake for a true fool, however, as can also be quite deadly.
Advantages:
Disadvantages:
BAFOONERY: 1st level, (lev 1: immune to fear. )
UNERMINE CONFIDENCE: 1st level: Enemies must save vs. Spell with a +2 bonus or be confused. 15th level: Enemies must save vs. Spell with a +2 bonus or be confused, and must save vs. Spell or be slowed. 20th level: Enemies must save vs. Spell with a +2 bonus or be confused, must save vs. Spell at +2 or be knocked unconscious, and must save vs. Spell or be slowed.
Skald Kit
SKALD: This nordic Bard is also a warrior of great strength, skill, and virtue; songs are inspiring sagas of battle and valor, and the Skald devotes life to those pursuits.
Advantages:
Disadvantages:
BATTLESONG: ?
1st level: Grants allies a +2 bonus to hit and damage rolls, and a +2 bonus to AC. 15th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear. 20th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion.
INCITE RAGE:
SONG OF THE FALLEN:
New Bard Kits
Chorister Kit
Dirge Kit
Loremaster Kit