Open Grammarsalad opened 5 years ago
Non-weapon proficiencies are selected alongside weapon proficiencies for all classes in the same menu. Weapon proficiencies are condensed in order to make room for. Can also install some version of the expanded skills component (see below). Ini allows user to change # of proficiencies by class (and maybe kit)
Each class and kit will get an automatic set of proficiencies assigned to them by level. What gets assigned to each is determined by ini which can be altered by the user. Player can check their proficiencies via dialog or (if EEex is installed) on character sheet (...I think this is doable...)
The player assigns proficiencies to their character in much the same way as pnp (i.e. some proficiencies are more 'expensive' especially if not in original set of class proficiencies--e.g. a fighter selecting rogue proficiencies) via dialog. Weapon proficiencies are untouched (or feel free to install some variant version offered in various tweak mods). Player can check their proficiencies via dialog or (if EEex is installed) on character sheet (...I think this is doable...). Intelligence affects the number of assigned proficiencies at first level. Can also install some version of the expanded skills component (see below). Ini allows user to change the number of proficiencies by class (and maybe kit)
This component installs proficiencies but implemented as rogue skills, with percentages automatically assigned by level by class and kit (in some cases). ini determines what gets assigned to who and can be altered as the user sees fit. Skills will typically be paired down versions of proficiencies. Players will use the 'treat wound' skill which will only heal damage rather than also (potentially) poison and disease. See description. Not all versions of expanded skills component are available if this component is installed.
This component installs proficiencies but implemented as rogue skills, with percentages assigned by level by class and kit (in some cases). ini determines number of points at first and later levels and can be altered as the user sees fit. Skills will typically be paired down versions of proficiencies. Players will use the 'treat wound' skill which will only heal damage rather than also (potentially) poison and disease. See description. Not all versions of expanded skills component are available if this component is installed.
This component tries to duplicate pnp illusion immunity for characters with high intelligence. Because of engine limitations, however, it is not possible to duplicate this effect exactly. The exact effects are outlined in the table below. Effects are cumulative:
Intelligence | BG(2)EE | IWDEE | SR | B_Spells | OlvynSpells | Uncertain |
---|---|---|---|---|---|---|
19 | Immune to Blindness and Spook | Immune to Spook | Immune to Spook | Immune to Spook (and Blindness), Audible Glamer, and Phantasmal Force | Reflected Image | |
20 | Immune to Deafness | Immune to Blindness and Deafness(?) | ? | Immune to Improved Phantasmal Force | Invisibility, Mirror Image and Blur | |
21 | ? | ? | ? | Immune to Spectral Force | Invisibility 10', Wraithform, Displacement (Olv spls) | |
22+ | ? | ? | ? | ? | Backstab Sequencer, Phantasmal Killer |
Intelligence: The Intelligence score of the character in question. Effect: x: The effect in the specified engine or in conjunction with SR and/or B_Spells and/or OlyvnSpells. Note that the effects are cumulative, and so (e.g.) a character with 20 int is immune to Spook.
Known Issues: This component changes Shadow Creatures to Illusory creatures allowing players to bypass the normal limits on summoned monsters (i.e. they will be able to summon the maximum plus any creatures summoned by these summon spells.)
This component tries to duplicate pnp illusion immunity for characters with high intelligence. Because of engine limitations, however, it is not possible to duplicate this effect exactly. The exact effects are outlined in the table below. Effects are cumulative:
Wisdom | Save vs. Spell | Spell Immunity |
---|---|---|
<5 | -2 | - |
6-7 | -1 | - |
8-14 | 0 | - |
8-14 | 0 | - |
8-14 | 0 | - |
15 | +1 | - |
16 | +2 | - |
17 | +3 | - |
18 | +4 | - |
19 | +4 | Horror, Charm Person, Command, Hypnotism |
20 | +4 | Forget, Hold Person, Ray of Enfeeblement |
21 | +4 | Hold Monster, Domination, Mental Domination |
22 | +4 | Confusion, Emotion (all), Suggestion |
23 | +4 | Chaos, Feeblemind |
24 | +4 | Symbol (all) |
Wisdom: The wisdom score of the character in question. Save vs. Spell: The bonus to save vs. spell Spell Immunity: Spell immunity
CONTINUE: DO SPELL IMMUNITY BY MOD INSTALLED (AS INT BONI)
This group of components modifies spells to be harder to resist when cast by casters with particularly high mental attributes. There are ??? subcomponents. The save penalties are as follows:
Attribute Value | Save modification |
---|---|
16 or less | +0 |
17 to 19 | -1 |
20 to 22 | -2 |
23+ | -3 |
Attribute Value: The value of the attribute in question. Save modification: The penalty to save when cast by casters with that attribute value.
This component modifies spells by making them harder to resist when cast by magic users with a higher charisma stat. This component applies charisma based penalties to saves for all casters, arcane and divine. Note that it will not affect classes or kits that are affected by some other version of spell power (e.g. if Spell power for high int (mages only) is installed, then mages' charisma scores will not affect how powerful their spells are).
This component modifies spells by making them harder to resist when cast by sorcerers or bards with a higher charisma stat. Note that this component is not available if either bards or sorcerers are affected by some other attribute based spell power component (e.g. if Spell power for high int (mages and bards only) is installed). In that case, see the components below
This component modifies spells by making them harder to resist when cast by sorcerers or bards with a higher charisma stat. Note that it will not affect classes or kits that are affected by some other version of spell power (e.g. if Spell power for high int (mages and bards only) is installed, then bards' charisma scores will not affect how powerful their spells are).
This group of components modifies the turn mechanic to have different effects than turn/destroy/rebuke/control mechanic.
This component changes turning to channel energy. Good and neutral clerics that worship good or neutral deities channel positive energy and evil clerics, or neutral clerics that worship evil deities channel negative energy. Unlike turning in vanilla, clerics cannot channel energy at will. Once they turn, they will lose the ability to turn for a period of time while they recharge.
Positive energy heals living creatures and damages undead creatures. Negative energy heals undead and damages living enemies. The range of this ability is 20' radius around the cleric. See the following table for recharge times and healing/damage by level:
Cleric Level | Paladin Level | Recharge Time | Healing/Damage |
---|---|---|---|
1-3 | 3-7 | 8 hours | 1d6 |
4-7 | 8-13 | 4 hours | 2d6 |
8-11 | 14-20 | 3 hours | 3d6 |
12-15 | 21+ | 2 hours | 4d6 |
16-20 | - | 1 hours | 5d6 |
20+ | - | 1/2 hours | 6d6 |
Cleric Level: Denotes cleric progression.
Paladin Level: Denotes paladin progression
Recharge Time: The time it takes to recharge the ability after use.
Healing/Damage: The amount of damage the ability heals or causes.
Special Note: If the Turn Bonus by Charisma component is installed, then the listed charisma bonus applies per each die of damage or healing done when channeling energy.
CONTINUE
This group of components gives turn like abilities to druids and rangers.
This component gives a turn-like ability to druids and rangers that allow them to turn or control beasts. LOOK UP TURNING MECHANIC AND DESCRIBE IN THOSE TERMS!!!! CONTINUE
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:
Charisma Value | Turn modification |
---|---|
18 to 19 | +1 |
20 to 22 | +2 |
23+ | +3 |
Special Note: If the Variant Turning: Channel Energy component is installed, then the listed charisma bonus applies per each die of damage or healing done when channeling energy.
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.
This component makes a few changes to the standard thief skills such that rogues gain bonuses (and penalties) to many of these skills based off of attributes other than dexterity. See the next section for details.
This component adds the appraisal skill to the game. This skill works like Lore, and its value is identical to lore. The main difference is that players can add to this skill if they can distribute skill points as the thief. Thieves and Bards gain access to this skill. This skill is unique in that it can both be incremented by the player, and it automatically progresses on a per level basis. See the next section for skill descriptions.
These components add the play instrument skill to the game. The play instruments skill allows characters to use magical instruments and the ability to create quasi-magical effects using normal instruments. See the next section--'Extra descriptions--for details. There are two versions of this component: a version that gives the skill to Bards only, and one that gives it to bards and thieves.
This component adds the play instruments skill, and gives it to bards only. The base skill is 30% (15% for blades).
This component adds the performance skill, and gives it to all rogues. The base skill for bards is 30% (15% for blades). The Base skill for thieves is 0%.
These components add the use scrolls skill to the game. Both thieves and bards have access to this skill. There are three versions of this component: a version that does not allow thieves progression in this skill until 10th level, a version that allows thieves access to this skill at 1st level, and a version that allows rogues to use scrolls starting at 10th level that does not make use of skill points. It is suggested that the user also install a version of restricted scroll use, though this is not strictly necessary as these components can function independently (though they are implemented differently if installed together: see the next section --skill details--for more information.
This component adds the use scrolls skill, and gives it to both bards (except blades and skalds) and thieves. This component restricts characters from putting points into the skill until 10th level. At 10th level, bards have 20% in this skill. At 10th level, thieves have no skill in use scrolls, but they can start distributing skill points to the skill.
This component adds the use scrolls skill, and gives it to both bards (except blades and skalds) and thieves.
Note: This component is likely to imbalance the game.
This component adds the use scrolls pseudo-skill, and gives it to both bards and thieves. Beginning at 10th level, bards (not skalds or blades) and thieves can use mage and/or cleric scrolls of 1st level (and 0 level if they exist in the game). They can use a scroll of 1 level higher every two levels thereafter (i.e. level 2 scrolls at 12th level, 3rd level scrolls at 14th level, etc.).
These components add the sense evil presence skill to the game and gives progression to certain classes. Paladins, but not blackguards, always have access to this skill, but a components give access to monks, barbarians, and wizard slayers. Sense evil presence works like the thief's Detect Illusions ability, allowing the character to detect evil creatures obscured by illusory magic. These components work without EEex, but they are better implemented if EEex is installed.
This component adds the sense evil presence skill to the game and gives the special ability to paladins (except blackguards) to use the skill. Characters begin play with a base 5% in Sense Evil Presence, and gain 3% per level in the skill (unless they can distribute skill points). Inquisitors gain a +30% bonus to this skill. Further, this skill replaces the paladin's sense evil ability.
This component adds the sense evil presence skill to the game and gives the special ability to paladins (except blackguards), and monks to use the skill. Characters begin play with a base 5% in Sense Evil Presence, and gain 3% per level in the skill (unless they can distribute skill points). Inquisitors, and dark moon monks gain a +30% bonus to this skill. Further, this skill replaces the paladin's sense evil ability.
This component adds the sense evil presence skill to the game and gives the special ability to paladins (except blackguards), barbarians and wizard slayers to use the skill. Characters begin play with a base 5% in Sense Evil Presence, and gain 3% per level in the skill (unless they can distribute skill points). Inquisitors, and wizard slayers gain a +30% bonus to this skill. Further, this skill replaces the paladin's sense evil ability.
This component adds the sense evil presence skill to the game and gives the special ability to paladins (except blackguards), monks, barbarians and wizard slayers to use the skill. Characters begin play with a base 5% in Sense Evil Presence, and gain 3% per level in the skill (unless they can distribute skill points). Inquisitors, dark moon monks, and wizard slayers gain a +30% bonus to this skill. Further, this skill replaces the paladin's sense evil ability.
These components add the fletch skill to the game and gives progression to certain classes. Rangers always have access to this skill, but a components give access to base fighters and barbarians as well. There are two subcomponents. This skill allows the character to create ammunition. At higher levels,
This component adds the fletch skill to the game and gives the special ability to rangers at a set rate. Rangers begin with 30% in the skill (+20% for archers). See the following section for details.
This component adds the fletch skill to the game and gives a progression to base fighters and barbarians. Additionally, it gives these classes a special ability at a set rate. Rangers begin with 30% in the skill (+20% for archers). Base fighters and barbarians begin with 20% in the skill, and gain 3% per level (unless they can distribute skill points).
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).
These components give pick locks to certain classes. The skill functions identically (if EEex is installed) or almost identically to the thief's skill.
This component adds pick locks to bards only. Note that unless EEex is installed, bards will need to pick locks using an icon that can be found in their innate menu, rather than their pick pocket button.
This component adds pick locks to monks only. Note that unless EEex is installed, monks will need to pick locks using an icon that can be found in their innate menu.
This component adds pick locks to bards and monks. Note that unless EEex is installed, bards and monks will need to pick locks using an icon that can be found in their innate menu.
This set of component adds the set natural snare skill to the game and gives a progression to certain classes and kits. rangers, and barbarians. Set natural snares works like the thief's set snares ability, but it only works in natural environments.
This component gives set natural snares to barbarians only. Barbarians gain proficiency in set natural snares at the same rate that the base ranger gains skill in stealth (unless they can distribute skill points).
This component gives set natural snares to rangers only.
This component gives set natural snares to barbarians and rangers only. Barbarians gain proficiency in set natural snares at the same rate that the base ranger gains skill in stealth (unless they can distribute skill points).
These components add the Hide in Natural Surrounding skill to the game and gives a progression to certain classes and kits. Hide in Natural Surroundings works like the thief's stealth ability, but it only works when outside.
These components add the Hide in Natural Surrounding skill to the game and gives a progression to barbarians. Barbarians gain 5% points per level in this skill (unless they can distribute skill points). While this skill is usable without EEex, it is better implemented with EEex installed.
These components add the Hide in Natural Surrounding skill to the game and gives a progression to rangers. Rangers progress in Hide in Natural Surroundings as normal for their stealth ability. Note that this ability nerfs the ranger.
These components add the Hide in Natural Surrounding skill to the game and gives a progression to barbarians. Rangers progress in Hide in Natural Surroundings as normal for their stealth ability. Note that this ability nerfs the ranger. Barbarians gain 5% points per level in this skill (unless they can distribute skill points). While this skill is usable without EEex, it is better implemented with EEex installed.
These components add the ability to craft scrolls to the game. There are many versions of this feature, and they each interact with the main components in different (and hopefully interesting) ways. See the next section for details.
This component adds the craft scrolls skill to the game, and gives the ability to craft scrolls to different classes. If component 101: Weapon proficiency menu has been installed, then a character must have at least one rank in Spellcraft in order to craft scrolls. If component 101 is not installed, different classes and kits gain the Craft Scroll as per the table below:
Class/Kit | Level | Starting % | Advancement |
---|---|---|---|
Mage (All) | 1 | 80% | 3%/Lev |
Sorcerer (All) | 4 | 70% | 2%/Lev |
Priests (All) | 4 | 80% | 2%/Lev |
Bard (All) | 7 | 60% | 1%/Lev |
Thieves (All) | HLA | 40% | - |
Ranger (All) | HLA | 60% | 1%/Lev |
Paladin (All) | HLA | 60% | 1%/Lev |
Class/Kit: This field denotes the class or kit in question
Level: This field describes the level members of the class or kit in question gains the Craft Scroll Skill. HLA means that members of this class can take craft scrolls as a HLA.
Starting %: This field denotes the the starting % of the skill (note that this value is reduced by 5% per level of the crafted scroll).
Advancement: This field describes how well this skill advances each additional level (if the class or kit cannot allocate skill points).
CONTINUE
This group of components modifies the bards charisma component, actually reducing it. The reason for this is because it high charisma requirements make it easier for players to get a bard with a high charisma, and therefore allows them to more easily gain the benefits of high charisma presented in some of the components of this mod.
If this component is installed, bards' charisma requirement is lowered to 14.
If this component is installed, bards' charisma requirement is lowered to 13.
If this component is installed, bards' charisma requirement is lowered to 12.
If this component is installed, bards' charisma requirement is lowered to 9.
If this component is installed, bards will have no charisma requirement.
This group of components modifies the druids charisma component, actually reducing it. The reason for this is because it high charisma requirements make it easier for players to get a druid with a high charisma, and therefore allows them to more easily gain the benefits of high charisma presented in some of the components of this mod.
If this component is installed, druids' charisma requirement is lowered to 14.
If this component is installed, druids' charisma requirement is lowered to 13.
If this component is installed, druids' charisma requirement is lowered to 12.
If this component is installed, druids' charisma requirement is lowered to 9.
If this component is installed, druids will have no charisma requirement.
These components limit scroll use in some way. There are three subcomponents: Custom scroll limits, PnP scroll limits, and Combined scroll limits. This set of components is meant to go with proficiency and/or skill components that go with scroll use and creation, but it can be installed separately from those other components and used independently (as can those other components).
If this component is installed, creatures can only use scrolls of spells of levels that they can cast. So, for example, a creature can only use a fireball scroll if they can cast 3rd level mage spells (and they could otherwise cast fireball). The exception to this rule is if the creature has the Use Scroll Skill (see below)
This component restricts scroll use by PnP rules. As such, Bards cannot use mage scrolls (though they can still write mage spells to their spellbook from scrolls), and Rangers and Paladins cannot use cleric or druid scrolls (if they exist). Bards gain the ability to use mage scrolls at level 21. Rangers and Paladins gain the ability to use priest scrolls (if they exist) at level 21. Also see the Use Scroll Skill.
This is the most restricted scroll level restricted subcomponent combining the above constrictions. If this component is installed, creatures can only use scrolls of spells of levels that they can cast. So, for example, a creature can only use a fireball scroll if they can cast 3rd level mage spells (and they could otherwise cast fireball). In addition, Bards cannot use mage scrolls (though they can still write mage spells to their spellbook from scrolls), and Rangers and Paladins cannot use cleric or druid scrolls (if they exist). Bards gain the ability to use mage scrolls at level 21. Rangers and Paladins gain the ability to use priest scrolls (if they exist) at level 21. Also see the Use Scroll Skill.
If this tweak is installed, it will cause fatigue when certain actions are performed (depending on which subcomponent is installed). It this modification is applied to either the Bard Song or the Shaman Dance, it will 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 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 class features 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.
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 Frenzy Class feature is used.
This component imposes 1 point of fatigue whenever the Rage, Enrage or Frenzy Class feature is used.
This component imposes 1 point of fatigue whenever the Rage, Enrage or Frenzy Class feature is used.
This component adds performance fatigue to both the Shaman Dance and the Bard Song.
CONTINUE
This section describes the 'extra' features in more detail.
Why should dexterity help a thief detect illusions or traps? Why wouldn't a high intelligence help a thief figure out how to read a scroll? This table describes both the changes to the base thief skills (e.g. component 1604) and the added skills (e.g. component 1602). Any skill not found in this table is unchanged (i.e. they gain dex bonuses as found in skilldex.2da).
Int | Use Scrolls | Detect Illusions | Wis | Find Traps | Set Traps | Cha | Barter | Performance |
---|---|---|---|---|---|---|---|---|
<9 | -- | -10 | <9 | -10 | -10 | <9 | -15 | -15 |
9 | 0 | -10 | 9 | -10 | -10 | 9 | -10 | -10 |
10 | 0 | -10 | 10 | -10 | -10 | 10 | -10 | -5 |
11 | 0 | -5 | 11 | -5 | -5 | 11 | -5 | -5 |
12 | 0 | 0 | 12 | 0 | 0 | 12 | -5 | 0 |
13-15 | 0 | 0 | 13-15 | 0 | 0 | 13-15 | 0 | 0 |
16 | 5 | 0 | 16 | 5 | 0 | 16 | 0 | 5 |
17 | 5 | 5 | 17 | 10 | 5 | 17 | 5 | 10 |
18 | 10 | 5 | 18 | 15 | 10 | 18 | 10 | 15 |
19 | 15 | 10 | 19 | 20 | 15 | 19 | 15 | 20 |
20 | 20 | 10 | 20 | 25 | 20 | 20 | 20 | 25 |
21 | 25 | 15 | 21 | 30 | 25 | 21 | 25 | 30 |
22 | 30 | 20 | 22 | 35 | 30 | 22 | 30 | 35 |
23 | 35 | 25 | 23 | 40 | 35 | 23 | 35 | 40 |
24 | 40 | 30 | 24 | 45 | 40 | 24 | 40 | 45 |
B_Kits
(aka Tools of the Trade)
##### Grammarsalad ##### Version 0.01.14 (2019-05-27)
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Overview
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
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Credits
Special Thanks
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.
Bubb: For his brilliant work on EEex. A lot of things in this mod would not be possible without him.
OlvynChuru: OlvynChuru has also contributed greatly to EEex, and again, this mod would not be possible without his work.
Acknowledgements
I would also like to thank the following people for their assistance with, and contributions to, this mod.
Feedback and Suggestions
The following people have been patiently giving me feedback on this and other mods for years.
Ineth,
Tools Used and other resources
Links:
These mods and resources have inspired me. Check them out:
Mods:
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
Inspiration:
d20 Pathfinder SRD: http://www.d20pfsrd.com/magic/spell-lists-and-domains
**Countless 2e pdfs purchased at drivethrurpg: https://www.drivethrurpg.com/
My other mods:
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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Class Features:
Performances are taxing, incresing the fatigue level of the bard by 1 for every round
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 increase 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
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Advantages:
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 possesses (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.
Disadvantages:
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Advantages:
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.
BUFFOONERY/JESTING: The jester is a master at using humor and buffoonery 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 immune 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.
Disadvantages:
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Advantages:
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:
Disadvantages:
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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
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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.
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.
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1701: Performance: Bards only
This component adds the performance skill, and gives it to bards only. The base skill is 30% (15% for blades). Most Bards gain +5% per level (Blades gain 3% per level) unless they gain the ability to distribute (in which case, they can allot points to performance as they see fit).
1702: Performance: Rogues only
This component adds the performance skill, and gives it to rogues. The base skill for bards is 30% (15% for blades). Most Bards gain +5% per level (Blades gain 3% per level) unless they gain the ability to distribute (in which case, they can allot points to performance as they see fit). The Base skill for thieves is 0%.
1901: Use Scrolls: 10th level (EEex required)
This component adds the use scrolls skill, and gives it to both bards and thieves. This component restricts characters from putting points into the skill until 10th level. At 10th level, bards (except skalds and blades) have 20% in this skill. If they cannot distribute skills as a thief, they gain gain 2% in use scrolls per level. At 10th level, thieves have no skill in use scrolls. Note that this skill only applies to cleric scrolls for bards (as they can already use mage scrolls).
1902: Use Scrolls: no level requirement (EEex required)
This component adds the use scrolls skill, and gives it to both bards and thieves. Bards (not skalds or blades) gain 2% per level in this skill if they cannot distribute skills as a thief. Note: This component is likely to imbalance the game. Note that this skill only applies to cleric scrolls for bards (as they can already use mage scrolls).
1903: Use Scrolls: pseudo-skill
This component adds the use scrolls skill, and gives it to both bards and thieves. Beginning at 10th level, bards (not skalds or blades) and thieves can use mage and/or cleric scrolls of 1st level (and 0 level if they exist in the game). They can use a scroll of 1 level higher ever two levels thereafter (i.e. level 2 scrolls at 12th level, 3rd level scrolls at 14th level, etc.). Note that this skill only applies to cleric scrolls for bards (as they can already use mage scrolls).
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Magic Item Creation and Additional Magic Items
Note: The added items are identical to those added by Spells and Magic and B_Kits. However, consumable magic items--in particular scrolls and wands--work slightly differently in these three mods. These mods are completely compatible, however, and any changes will be noted in the description.
This component adds new magic items, and item creation.