Open Grammarsalad opened 4 years ago
Non-weapon proficiencies are selected alongside weapon proficiencies for all classes in the same menu, and skills are assigned by class/kit (or expand existing skills). Most secondary components are not available with this component (as most of them are already included). Player can check their proficiencies via dialog or (if EEex is installed) on character sheet. You can change the included ini to change details for individual classes and kits.
Non-weapon proficiencies are selected alongside weapon proficiencies for all classes in the same menu. This version does not include new skills, but skills can be added (see the secondary components below). Player can check their proficiencies via dialog or (if EEex is installed) on character sheet. You can change the included ini to change details for individual classes and kits.
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. Structurally, this component is otherwise identical to component 101. As such, this version does not include new skills, but skills can be added (see the secondary components below). Player can check their proficiencies via dialog or (if EEex is installed) on character sheet. You can change the included ini to change details for individual classes and kits.
The player assigns proficiencies to their character in much the same way as pnp via dialog. That is, some proficiencies are more 'expensive' especially if not in original set of class proficiencies--e.g. a fighter selecting rogue proficiencies must assign more proficiency 'slots' to such proficiencies . Player can check their proficiencies via dialog or (if EEex is installed) on character sheet. Intelligence affects the number of assigned proficiencies at first level, so the secondary component, "Additional proficiencies for high Intelligence" is not available. This version does not include new skills, but skills can be added (see the secondary components below). You can change the included ini to change details for individual classes and kits.
This component installs proficiencies but implemented as rogue skills, with percentages automatically assigned by level by class and kit in many 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. 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. 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 |
Barter: Chance to get better prices in stores (how would it work???) Copy all stores once and give better prices (as persuasion) and have a chance(how to do this reasonably in dialog?) to access that better store when accessing store. Not sure if reasonably doable...
Fletch: make ammunition. Better ammos at higher levels. Pretty straightforward.
Sense Evil Presence: Chance to detect invisible evil creatures
Use scrolls: Chance to use scrolls
Use poison: Chance to poison weapon.
Treat Wounds: gives a chance to heal (d3 at first, with progression by character level--probably +d3 every 4 or so levels)
Herbalism: gives a chance to treat various afflictions by level (blindness and deafness at 1st)
Wild Empathy: gives a chance to calm/charm various animals and beasts
Set Natural Snares: Set snares but only in wilderness environment
Play Instrument: allows use of magical instruments (and gives a chance to generate magical effect using normal instrument)
Tracking: allows characters to track as the (former) high level ability.
Scribe Scroll: Allows casters to craft scrolls.
Craft Wand: Allows casters to craft wands.
Recharge Wand: Allows casters to recharge wands.
Second Wind: % Chance to recover stamina and
Brew Potions: Allows casters to brew potions.
Incite: % to enter into rage for barbarian, berserker and (in fnp)the zealot. Also, priests of Tempus can use it to incite others.
Appraisal/Lore: As Lore.
Escape Bonds: Skill that allows characters to escape various restricting spells and effects
Disrupt Magic: Skill that allows characters to disrupt spellcasting
HLA Name | File Name | Original Effect | Class/Kit | Requirement |
---|---|---|---|---|
Evasion | SPCL913 | 3 rounds +4 AC, +2 Saves | Rogues | None |
Class/Kit | Level | Ability |
---|---|---|
Fighter | 11 | |
Fighter | 21 |
HLA Name | PnP Effect (if applicable) | Class/Kit | Requirement |
---|---|---|---|
Evasion | No dam successful save | Rogues | Rogue 16+ |
Death Blow | Cre lower lev, save vs. death or die melee att | Warriors | Warrior 15+ |
HLA Name | Effect | Class/Kit | Requirement | Notes |
---|---|---|---|---|
Bravery | Immune to fear | Warriors (not Paladins) | None | None |
Cleave | Area Damage when kill opponent in melee | Warriors | None | None |
Deathblow | Creature lower lev than warrior dies if no save vs death | Warriors | None | Replaces deathblow |
Scribe Scrolls | Allows nonrandom creation of scrolls | Not Fighter | None | Replaces Scribe |
Sense Danger | As detect Illusions | Warriors | None (EEex) | None |
War Cry | As is but save penalties | Warriors | None | Replaces War Cry |
Note: A few abilities get stronger, imposing a save penalty as the warrior increases in level. The following table outlines the rate at which these bonuses accrue:
Warrior Level | Save Penalty |
---|---|
>12 | 0 |
13-15 | -1 |
16-18 | -2 |
19-21 | -3 |
22-24 | -4 |
25-27 | -5 |
28+ | -6 |
Bravery: Warriors with this ability are able to draw on their own strength of will to resist fear effects. Whether the source is a spell, a special ability, or something else, no fear effects will touch this warrior.
Cleave: Whenever a warrior with this ability downs an opponent in melee,
Warrior Level | Cleave Damage |
---|---|
10-14 | 1d8 |
15-19 | 2d8 |
20-24 | 3d8 |
25-29 | 4d8 |
30+ | 5d8 |
Deathblow: The Deathblow ability allows the warrior to blow through the defenses of any lesser creature. For the next 2 rounds, any creature of 10th level or lower is instantly killed when struck by the warrior. Creatures with fewer levels than the warrior (but with more than 10 levels) save vs. death or die. Creatures receive a penalty to this save according to the table Save Penalty by Level above.
War Cry: With a War Cry, the warrior emits a powerful and frightening yell that will panic all opponents in a 30-ft. radius if they don't make their Save vs. Spell. Creatures receive a penalty to this save according to the table Save Penalty by Level above.
HLA Name | Effect | Class/Kit | Requirement | Notes |
---|---|---|---|---|
Animate Instrument | 'Summon' Instrument that plays bardsong | Bard | None | None |
Dodge | +1 AC | Rogues | None | None |
Scribe Scrolls | Allows nonrandom creation of scrolls | Rogues | None | Replaces Scribe |
Animate Instrument: This ability allows bards to animate a simple instrument once per day (each time this ability is selected). This instrument follows the bard around and plays
Maybe separate the 'balancing' modifications (where players take on penalties) from abilities modifications (maybe offer it after skills modifications, as well).
These components add the taunt skill to the game. Both thieves and bards have access to this skill. In addition, members of these classes gain a progression that allows them to use the skill. There are ??? versions of this component. It is suggested that ???
This component adds the taunt skill, and gives it to both bards and thieves. All characters begin with 20% in this skill (except jesters who begin with 35%). Additionally, all bards and thieves begin play with one use of the taunt ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The taunt ability gives the character a chance to enrage the target creature. See the next section for details.
This component adds the taunt pseudo-skill, and gives it to both bards and thieves. All characters begin with 20% in this skill (except jesters who begin with 35%). Characters gain 2% to this skill per level (jesters gain 3%). Additionally, all bards and thieves begin play with one use of the taunt ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The taunt ability gives the character a chance to enrage the target creature. See the next section for details.
This component adds the taunt special ability, and gives it to both bards and thieves. Additionally, all bards and thieves begin play with one use of the taunt ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The taunt ability gives the character a chance to enrage the target creature. See the next section for details
Note: the difference between the pseudo-skill and the special ability is that there is no failure chance for the special ability.
These components add the demoralize skill to the game. Both thieves and fighters have access to this skill. In addition, members of these classes gain a progression that allows them to use the skill. There are ??? versions of this component. It is suggested that ???
This component adds the demoralize skill, and gives it to both fighters and thieves. All characters begin with 10% in this skill (orcs gain a +15% bonus, and dwarves gain a +10% bonus and barbarians and berserkers also gain a +10% bonus). Fighters gain 2% per level to this skill (berserkers and barbarians gain 3%/level) unless they can otherwise distribute skill points. All fighters and thieves begin play with one use of the demoralize ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The demoralize ability gives the character a chance to inflict pentalties on the target creature. See the next section for details.
This component adds the demoralize pseudo-skill, and gives it to both fighters and thieves. All characters begin with 10% in this skill (orcs gain a +15% bonus, and dwarves gain a +10% bonus and barbarians and berserkers also gain a +10% bonus). Characters gain 2% per level to this skill (berserkers and barbarians gain 3%/level) unless they can otherwise distribute skill points. All fighters and thieves begin play with one use of the demoralize ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The demoralize ability gives the character a chance to inflict penalties on the target creature. See the next section for details.
This component adds the demoralize special ability, and gives it to both fighters and thieves. All fighters and thieves begin play with one use of the demoralize ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The demoralize ability gives the character a chance to inflict penalties on the target creature. See the next section for details.
Note: the difference between the pseudo-skill and the special ability is that there is no failure chance for the special ability.
This component adds the leverage pseudo-skill to the game and gives it to thieves (and thugs if they exist). Characters begin play with one use of the leverage at first level. They gain an additional use at level 4 and every 4 levels thereafter. The leverage ability allows characters to make better use of their strength to open doors and chests. See below for details.
Leverage: With this ability, the character can open doors and chests as if
New component: Fear effects end rage effects (but otherwise have no effect on a raging character). As per pnp, the character must save vs. spell or the rage effect ends. The spell has no other effect, however.
Barter etc skill. Use
0x4047 RandomNum(I:Range,I:Value) Generates a random number between 1 and Range. Returns true only if the random number equals the 2nd parameter.
Appraisal/Lore: Lore skill, but one that the character can put points into
Barter: Chance to get better prices in stores (how would it work???) Copy all stores once and give better prices (as persuasion) and have a chance(how to do this reasonably in dialog?) to access that better store when accessing store. Not sure if reasonably doable...
Brew Potions: Allows casters to brew potions.
Craft Wand: Allows casters to craft wands.
Escape Bonds: Skill that allows characters to escape various restricting spells
Fletcher: make animation. Better ammos at higher levels. Pretty straightforward.
Herbalism: gives a chance to treat various afflictions by level (blindness and deafness at 1st)
Incite: % to enter into rage for barbarian, berserker and (in fnp)the zealot. Also, priests of Tempus can use it to incite others
Play Instrument: allows use of magical instruments (and gives a chance to generate magical effect using normal instrument)
Recharge Wand: Allows casters to recharge wands.
Scribe Scroll: Allows casters to craft scrolls.
Second Wind: % Chance to recover stamina and
Sense Evil Presence: Chance to detect invisible evil creatures
Set Natural Snares: Set snares but only in wilderness environment
Tracking: allows characters to track as the (former) high level ability.
Treat Wounds: gives a chance to heal (d3 at first, with progression by character level--probably +d3 every 4 or so levels)
Use poison: for rogues and blackguards. Chance to poison self for non assassin/blackguards
Use scrolls: Chance to use scrolls
Wild Empathy: gives a chance to calm/charm various animals and beasts
Tumble gives a chance to escape a spell effect like entangle or web entirely while escape artist gives a chance to escape these effects when already caught by them
Escape bonds can be a pseudo skill that allows thieves of high level to do both
Tumble gives a chance to escape a spell effect like entangle or web entirely while escape artist gives a chance to escape these effects when already caught by them
Escape bonds can be a pseudo skill that allows thieves of high level to do both
Appraisal/Lore: Lore skill, but one that the character can put points into
Barter: Chance to get better prices in stores (how would it work???) Copy all stores once and give better prices (as persuasion) and have a chance(how to do this reasonably in dialog?) to access that better store when accessing store. Not sure if reasonably doable...
Brew Potions: Allows casters to brew potions.
Craft Wand: Allows casters to craft wands.
Escape Bonds: Skill that allows characters to escape various restricting spells
Fletcher: make animation. Better ammos at higher levels. Pretty straightforward.
Herbalism: gives a chance to treat various afflictions by level (blindness and deafness at 1st)
Incite: % to enter into rage for barbarian, berserker and (in fnp)the zealot. Also, priests of Tempus can use it to incite others
Play Instrument: allows use of magical instruments (and gives a chance to generate magical effect using normal instrument)
Recharge Wand: Allows casters to recharge wands.
Scribe Scroll: Allows casters to craft scrolls.
Second Wind: % Chance to recover stamina and
Sense Evil Presence: Chance to detect invisible evil creatures
Set Natural Snares: Set snares but only in wilderness environment
Tracking: allows characters to track as the (former) high level ability.
Treat Wounds: gives a chance to heal (d3 at first, with progression by character level--probably +d3 every 4 or so levels)
Use poison: for rogues and blackguards. Chance to poison self for non assassin/blackguards
Use scrolls: Chance to use scrolls
Wild Empathy: gives a chance to calm/charm various animals and beasts
Barter etc skill. Use
0x4047 RandomNum(I:Range,I:Value) Generates a random number between 1 and Range. Returns true only if the random number equals the 2nd parameter.
New component: Fear effects end rage effects (but otherwise have no effect on a raging character). As per pnp, the character must save vs. spell or the rage effect ends. The spell has no other effect, however.
This component adds the leverage pseudo-skill to the game and gives it to thieves (and thugs if they exist). Characters begin play with one use of the leverage at first level. They gain an additional use at level 4 and every 4 levels thereafter. The leverage ability allows characters to make better use of their strength to open doors and chests. See below for details.
Leverage: With this ability, the character can open doors and chests as if
These components add the demoralize skill to the game. Both thieves and fighters have access to this skill. In addition, members of these classes gain a progression that allows them to use the skill. There are ??? versions of this component. It is suggested that ???
This component adds the demoralize skill, and gives it to both fighters and thieves. All characters begin with 10% in this skill (orcs gain a +15% bonus, and dwarves gain a +10% bonus and barbarians and berserkers also gain a +10% bonus). Fighters gain 2% per level to this skill (berserkers and barbarians gain 3%/level) unless they can otherwise distribute skill points. All fighters and thieves begin play with one use of the demoralize ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The demoralize ability gives the character a chance to inflict pentalties on the target creature. See the next section for details.
This component adds the demoralize pseudo-skill, and gives it to both fighters and thieves. All characters begin with 10% in this skill (orcs gain a +15% bonus, and dwarves gain a +10% bonus and barbarians and berserkers also gain a +10% bonus). Characters gain 2% per level to this skill (berserkers and barbarians gain 3%/level) unless they can otherwise distribute skill points. All fighters and thieves begin play with one use of the demoralize ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The demoralize ability gives the character a chance to inflict penalties on the target creature. See the next section for details.
This component adds the demoralize special ability, and gives it to both fighters and thieves. All fighters and thieves begin play with one use of the demoralize ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The demoralize ability gives the character a chance to inflict penalties on the target creature. See the next section for details.
Note: the difference between the pseudo-skill and the special ability is that there is no failure chance for the special ability.
These components add the taunt skill to the game. Both thieves and bards have access to this skill. In addition, members of these classes gain a progression that allows them to use the skill. There are ??? versions of this component. It is suggested that ???
This component adds the taunt skill, and gives it to both bards and thieves. All characters begin with 20% in this skill (except jesters who begin with 35%). Additionally, all bards and thieves begin play with one use of the taunt ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The taunt ability gives the character a chance to enrage the target creature. See the next section for details.
This component adds the taunt pseudo-skill, and gives it to both bards and thieves. All characters begin with 20% in this skill (except jesters who begin with 35%). Characters gain 2% to this skill per level (jesters gain 3%). Additionally, all bards and thieves begin play with one use of the taunt ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The taunt ability gives the character a chance to enrage the target creature. See the next section for details.
This component adds the taunt special ability, and gives it to both bards and thieves. Additionally, all bards and thieves begin play with one use of the taunt ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The taunt ability gives the character a chance to enrage the target creature. See the next section for details
Note: the difference between the pseudo-skill and the special ability is that there is no failure chance for the special ability.
Disrupt Magic: Skill that allows characters to disrupt spellcasting
Escape Bonds: Skill that allows characters to escape various restricting spells and effects
Appraisal/Lore: As Lore.
Incite: % to enter into rage for barbarian, berserker and (in fnp)the zealot. Also, priests of Tempus can use it to incite others.
Second Wind: % Chance to recover stamina and
Recharge Wand: Allows casters to recharge wands.
Tracking: allows characters to track as the (former) high level ability.
Play Instrument: allows use of magical instruments (and gives a chance to generate magical effect using normal instrument)
Set Natural Snares: Set snares but only in wilderness environment
Wild Empathy: gives a chance to calm/charm various animals and beasts
Herbalism: gives a chance to treat various afflictions by level (blindness and deafness at 1st)
Treat Wounds: gives a chance to heal (d3 at first, with progression by character level--probably +d3 every 4 or so levels)
Use poison: Chance to poison weapon.
Use scrolls: Chance to use scrolls
Sense Evil Presence: Chance to detect invisible evil creatures
Fletch: make ammunition. Better ammos at higher levels. Pretty straightforward.
Barter: Chance to get better prices in stores (how would it work???) Copy all stores once and give better prices (as persuasion) and have a chance(how to do this reasonably in dialog?) to access that better store when accessing store. Not sure if reasonably doable...
Skills & Proficiencies
This mod aims to increase player options by adding or modifying skills, non-weapon proficiencies, or skill like 'pseudo-skills'. Additionally, this mod introduces modifications to other skill-like abilities, and allows more or less 'talented' characters by giving bonuses or penalties to different abilities based on their attributes or other talents.
Special Note: EEex
This mod does not require EEex , but many of the components will either work best with EEex installed, or will unfortunately be dependent on EEex (because there is no other reasonable way to implement the component). As such, I encourage you to click on the link and install EEex if you are able.
Components Overview
Skills & Proficiencies: 101-106: Main Component
This group of components deal with the main theme of this mod: non-weapon proficiencies. However, proficiencies can (and have been) implemented in different ways in this engine, and so the user needs to decide which version works best for them.
The general description of each component can be found below. For a more in depth description of each, see the following sections.
Known Issues (Main Component):
Skills & Proficiencies: 201 - ???: Expanded Abilities and Attributes
This group of components modify special abilities, especially 'skill-like', special abilities or make attributes (especially non physical attributes) more meaningful by granting modifiers to abilities and skills based on the characters attribute scores. For components that convert certain abilities to skills, see the following section (Expanded Skills).
Note
These components are virtually identical to those in B_Kits and thus will not install if they are already installed by that mod (and vice versa).
Known Issues (Expanded Abilities and Attributes):
Skills & Proficiencies: 2001 - ???: Expanded Skills
Heavily inspired by OlvynChuru's epic thieving mod, and largely impossible without OlvynChuru's contributions to EEex, these components seek to expand rogue skills in some way, whether by allowing choice where there wasn't choice before, by expanding what a player can do with their skills (or both), or even restricting a skill or skill-like ability in some way.
This group of components adds (thief-like) class skills to the game or modifies class skill points to be distributed differently, or allows other classes to perform them where possible.
Note
These components are virtually identical to those in Skills & Proficiencies and thus will not install if they are already installed by that mod (and vice versa).
Note: Skill Point Distribution
Many of these components give skills to classes that either already have at least one skill, or that do not normally have any skills at all. In any case where a given kit or class has exactly one skill, they will gain points to that skill at a set rate by level. However, wherever a given kit or class gains two or more skills, or where they gain at least one skill where they already have at least one skill, they can distribute skills as a thief. This rate is set by class or kit, and does not change by the number of skills that they have, so the character may have to specialize. The rate at which kits or classes gain skill points is determined by the table below. Note that any mod kits will have the same skill point distribution as the base class if they are not specifically mentioned (let me know if there are any kit mods that need special attention).
Also, magic item creation skills do not count toward this limit.
Thieves actually gain a few more skill points if they gain access to any of the new offered skills. If they gain even a single skill described in this section, they will gain skill points at the increased rate below:
Single Skill: Skill advancement if (and only if) the class has a single skill. Skill Points at 1st Level: Skill % at first level iff they can distribute points. Skill Points gained per Level: Skill % gained each level after first iff they can distribute points.
Known Issues (Expanded Skills):
EEex expanded skills in BGEE: These components may not work properly in non-SOD BGEE. This is an EEex issue, and cannot be fixed on my end (er, I don't know how to fix it).
Thief Skills: Use Scrolls:
'Component 1901: Use scrolls - 10th level' will not display for a character created in Throne of Bhaal. The skill will display upon level up, however.
'Component 1902: Use scrolls - no level requirement' is likely overpowered. Use at your discretion.
Skills & Proficiencies: 3001-????: Thief skills for regular Joes
This group of components give thief skills to non-thief characters (as much as possible). For the most part, it does not give all thief skills to all characters, but where thematically appropriate or where there is a reasonable pnp precedent, I will try to implement it (let me know if you have any ideas!) Many of these skills are limited in some manner, and a few of these components even limit current skill usage. For example, the Hide in Natural Surroundings components only allow a character to hide outdoors. That's useful, to be sure, but less useful than the thief skill.
The general description of each component can be found below. For a more in depth description of each, see the following sections.
Note
These components are virtually identical to those in B_Kits and thus will not install if they are already installed by that mod (and vice versa).
Known Issues (Thief skills for regular Joes):
Skills & Proficiencies: 4001 - ???: Magic Item Creation
This group of components deal with magic item creation and recharging. These components allow players to create scrolls, potions and wands, and they allow players to recharge wands. There are a number of different creation subsystems for each, and users can install different subsystems for different items. These components can also interact with the proficiency system (see below for details).
This component adds new magic items, and item creation. The general description of each component can be found below. For a more in depth description of each, see the following sections.
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.
Known Issues (Magic Item Creation):
Skills & Proficiencies: ??? - ???: High Level Abilities
This group of components deal with high level abilities, either adding new HLAs, modifying existing HLAs, or both.
Note
These components are virtually identical to those in B_Kits and thus will not install if they are already installed by that mod (and vice versa).
Known Issues (High Level Abilities):
Skills & Proficiencies: 6001 - ???: Limitations
This group of components actually reduce player ability in some way. They are intended to be installed with the above enhancement components, in order to preserve some kind of balance. However, they can be installed without the bonuses, or not at all as you prefer.
Note
These components are virtually identical to those in B_Kits and thus will not install if they are already installed by that mod (and vice versa).
Known Issues (Limitations):