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Revised Kit: Kensai

Rename to Weapon Master, though note that they are called Kensai in Kara-Tur.
Will not install if KR installed.

Advantages:

(otherwise the same?)

  • Legendary Weapon Master: At 10th level, the Weapon Master can select any weapon proficiency with which <PRO_HESHE> has attained Grandmastery (+++++) with. <PRO_HESHE> gains Supreme Grandmastery (++++++) with that weapon. If <PRO_HESHE> has not attained Grandmastery with any weapon proficiency, <PRO_HESHE> will have a chance to select a weapon at every level <PRO_HESHE> gains a proficiency point until <PRO_HESHE> gains grandmastery with at least one weapon. At 18th level, <PRO_HESHE> gains Legendary Grandmastery (+++++++) with that weapon. After 18th level, if <PRO_HESHE> has not attained Grandmastery with any weapon, <PRO_HESHE> will instead become gain Legendary Gransmastery with any weapon <PRO_HESHE> attains Grandmastery with.

Disadvantages:

  • Cannot wear armors, gauntlets, or helmets, nor use shields.
  • Cannot use missile weapons.
  • Does not gain the Weapon Versatility Class Feature

With Proficiecies Installed:

No change except the proficiency bonus will only be applied to weapon proficiencies (obviously). Probably will not include miscellaneous proficiency, and certainly not armor proficiency.

New Kit: Savage

Savage: Fighter Kit. No armor prof, weapon prof as animal master. Natural Medicine (heal/herbalism like-boni with these if proficiencies installed), rage, detect traps (especially if EEEx, because it's difficult otherwise).

Revised Base Class: Fighter

Will not install if KR installed

Class Features:

  • Rolls d10 for hit points.
  • Can achieve grandmastery (+++++) in any weapon proficiency.
  • Can use all types of armor.
  • Offensive and Defensive Stance: Beginning at first level, the fighter can enter a stance to either improve <PRO_HISHER> offensive or defensive capability (at the expense of the other). Once <PRO_HESHE> enters a stance, <PRO_HESHE> gains the bonuses and penalties until either <PRO_HESHE> exits the stance, or enters the other stance .

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.

  • Weapon Versatility: Beginning at 5th level, the fighter gains one proficiency in all weapon types (+). At 15th level, <PRO_HESHE> gains an additional proficiency point (+) in all weapon types. Note that this cannot bring any weapon above Grandmastery (+++++).

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.)

New Component: Everybody can Search

Requires EEx. Gives everybody a chance to search (based on Wisdom).

Base chance: 5%
Wisdom Bonus

Wisdom Value Search % Bonus
12 - 13 +5%
14 - 16 +10%
17 +15%
18+ +20%

New and Revised Fighter Class and Kits

501-???: The Fighter

Will not install most changes if KR installed. Only changes to the dwarven Defender will be installed if KR is installed

Revision Notes

The fighter revisions are strongly inspired by the Kit Revisions version, and this component is not available if Kit Revisions is installed.

I like the KR philosophy of making base classes competent with all aspects of the class while the kits are specialists, and so I have generally stuck to that strategy.

The Kensai is a melee specialist. My hope is that they will be better than a standard fighter in melee, but vulnerable against ranged attacks. As such, I have kept their armor prohibition, and their stances do not help them defend against ranged attacks, but they gain double the bonuses in melee. This might be a bit too much, so I'm thinking of letting them wear leather armor, and they might get some bonus against ranged attacks (e.g. Deflect arrows).

The Wizard Slayer is based on the version in the Complete Barbarian version (man, what a good book!) They are more powerful than the KR version, especially with their disruptive strike, which does not require activation. I'll try to make sure that enemy warriors have the kit (or at least the abilities) so players can deal with them, as well. Their main disadvantage is that they don't get the second wind class feature. I consider that a pretty major disadvantage, so I may even remove the reduced specialization (core fighters can have 6 pips in any weapon, while WS can only get 5--which is still pretty good).

The Barbarian is also inspired by the Complete Barbarian supplement, especially the Ravager kit (again, also by KR). The plan is to give barbarians a number of useful skills, a lesser version of rage, and keep reduced weapon and armor prof. They will be able to do things like treat wounds, and, hide and set traps in natural settings, so I'm hoping that should make up for the losses. I like KR's plan of giving them 'frenzy' like abilities to contrast with the Berserker's rage. The berserker's rage should, in my opinion, be overall better than the Barbarian's rage, but the berserker does not get access to all of those skills, so they should overall balance out.. I love love love Feral Senses, but it works a bit differently. Basically, when the barbarian is raging, they can also detect illusions. Barbarian rage will last 10 rounds as pnp, while a berserkers can last indefinitely.

For the Berserker, I really like the KR version. But, I also wanted a way for the berserker to extend their rage. So, enter carnage of battle, an ability that extends a berserkers rage (for an extra five rounds) whenever they down an opponent in melee. They may end their rage prematurely if they are not near an enemy for more than x rounds.

As an optional component, fear effects will prematurely end rage effects if the barbarian/berserker fails their save.

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):

  • Add stances, which allow the fighter to adapt their fighting style to their opponent. These stances are similar to the KR version, but each stance is (potentially) permanent and mutually exclusive. Many enemies will have stances applied to them. Fighters select fighting styles as they level and can tailor their fighting style to their liking via stance selection (see description for more details).

  • Fighters automatically gain proficiency with all weapons, making them a true master of arms. This is similar to KR, but the bonuses actually add a proficiency point to all weapon proficiencies.

  • Fighters can gain as many as six (6!) pips in any weapon proficiency. Only the Kensai can be more skilled with weapons, and only with the weapon they focus on.

Expanded Weapon Proficiency Table

Base Fighters can gain up to supreme grandmastery (six slots), while Kensai can gain legendary grandmastery (seven slots) in their favored weapon. See below for the expanded table:

Ranks To Hit Damage Speed
1 0 0 0
2 1 2 0
3 3 3 0
4 3 4 -1
5 3 5 -3
6 4 7 -3
7 5 9 -5

This expansion will not install if any other mod has modified these values. This may lead to issues if any of those mods have not expanded the table to 7 pips. Let me know if you encounter any issues and I'll do what I can.

Fighter (Revised Base Class)

FIGHTER: The Fighter is a champion, swords<PRO_MANWOMAN>, soldier, and brawler who lives or dies by <PRO_HISHER> knowledge of weapons and tactics. Fighters can be found at the front of any battle, contesting toe-to-toe with monsters and villains. A good Fighter needs to be strong and healthy if <PRO_HESHE> hopes to survive.

Class Features:

  • Hit Die: d10 (20 hp at first level)
  • May wear helmets.
  • May wear any armor and use any weapon.
  • Can achieve (supreme) grandmastery (six/five slots) in any weapon proficiency.
  • May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style.
  • Stance: Starting at first level, the fighter can enter a stance to improve <PRO_HISHER> combat capacities in various ways. Once <PRO_HESHE> enters a stance, <PRO_HESHE> gains the bonuses and penalties described by the stance until either <PRO_HESHE> exits the stance, or enters another stance. The Base Fighter has access to Offensive Stance, and Defensive Stance. The fighter improves one of <PRO_HISHER> stances at levels 4, and each additional 4 levels after that (i.e. 8, 12, etc.) by selecting an Advanced Stance, to a maximum of five advanced stances at level 20. <PRO_HESHE> does not have to improve the same stance at each of these levels. When <PRO_HESHE> selects an advanced stance, it improves its associated base stance such that, whenever <PRO_HESHE> is in the base stance, <PRO_HESHE> gains the bonuses and penalties associated with the base stance, as well as any bonuses or penalties associated with any advanced stances <PRO_HESHE> has selected for that base stance.
  • Tools of War: Starting at 1st level, fighters can identify the properties of magical weapons if they are able to swing them around for a bit. At fifth level, they can identify armor and helmets that they are wearing. This ability does not protect them from curses, so care should be taken. At first level, <PRO_HESHE> can use tools of war once per day. <PRO_HESHE> gains an additional use of tools of war at levels 6, 11 and, 19.
  • Second Wind: Beginning at 3rd level, the fighter can 'take a break' to recover <PRO_HISHER> hit points and stamina. <PRO_HESHE> gains an additional use of second wind at level 10, and every 5 levels after that (15, 20, etc.)
  • Weapon Versatility: Beginning at 5th level, the fighter gains one proficiency in all weapon types (one slot). This ability cannot bring any weapon above specialization (two slots). At 17th level, <PRO_HESHE> gains an additional proficiency point (one slot) in all weapon types. This ability cannot bring any weapon above high mastery (four slots).

OFFENSIVE STANCE: When the fighter is in this stance, <PRO_HESHE> gains a +2 bonus to attack, but suffers a -2 penalty to AC. The bonus to attack improves by 1 at levels 7, 14 and 21. Additionally, at various levels, <PRO_HESHE> can improve <PRO_HISHER> stance in the following ways:

  • Reckless Attack: This aggressive stance focuses on offense, but leaves the warrior open to attack. All melee attacks gain a bonus of +4 to damage, but the warrior suffers an additional -2 penalty to AC (for a total of -4 to AC).
    Requirement: 4th level
  • Surging Assault: When in this stance, the warrior's moment rate increases by 50%.
    Requirement: 4th level
  • Killer Instinct: When in this stance, the warrior has an increased chance to inflict critical strikes. <PRO_HESHE> inflicts a critical strike on a roll of a 19 rather than a 20.
    Requirement: 8th level
  • Thicket of Blades: Enemies find it dangerous just to be near a warrior in this stance. When in this stance, once each round, <PRO_HESHE> automatically inflicts damage equal to <PRO_HISHER> melee attack against any enemy within 5 feet.
    Requirement: 12th level

DEFENSIVE STANCE: When the fighter is in this stance, <PRO_HESHE> gains a +2 bonus to AC, but suffers a -2 penalty to attack rolls. The bonus to AC improves by 1 at levels 7, 14 and 21. Additionally, at various levels, <PRO_HESHE> can improve <PRO_HISHER> stance in the following ways:

  • Iron Guard: While in this stance, the warrior constantly threatens all adjacent opponents within melee range (about 5 feet radius). All opponents within melee range thus suffer a -2 penalty to their attack rolls.
    Requirement: 4th level
  • Beacon of Defiance: When in this stance, you receive a +2 bonus to save against spells. Any ally within 10' of you also receives this bonus.
    Requirement: 4th level
  • Diamond Defense: When in this stance, the warrior goes all out in <PRO_HISHER> defense, making it virtually impossible for an enemy to get through, whether by sword or magic. <PRO_HESHE> gains an additional +1 bonus to AC and saves.
    Requirement: 8th level
  • Defensive Rebuke: When in this stance, the warrior turns direct hits into glancing blows, reducing the damage that might have killed <PRO_HIMHER> into a scar and a story. <PRO_HESHE> gains 10% resistance to all physical attacks while in this stance.
    Requirement: 12th level

SECOND WIND: Upon using this ability, the character takes a moment to catch <PRO_HISHER> breath. When <PRO_HESHE> does this, <PRO_HESHE> recovers a number of hit points equal to 25% of <PRO_HISHER> hit point total. Additionally, <PRO_HESHE> recovers fatigue.

The warrior cannot use Second Wind if there are enemies present.

Notes:
Skills & Proficiencies: The fighter's Second Wind ability is governed by the endurance proficiency or the second wind skill, if the relevant components are installed. Fighters will have more uses of the ability (i.e. they gain uses both from the relevant skill or proficiency and from their fighter class levels). Additionally, if component 101 is installed, weapon versatility also gives fighters ranks in the armor proficiency (but not any non-weapon proficiency).

Kensai (Revised Kit)

KENSAI: This class's name, which means "sword saint" in the common tongue, refers to a warrior who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is particularly deadly with a single weapon type, though , fast, and trained to fight without the protection of armor.

Advantages:

  • Favored Weapon: The Kensai can select any melee weapon <PRO_HESHE> is specialized (two slots) in, which will then become <PRO_HISHER> favored weapon. <PRO_HESHE> need not select <PRO_HISHER> favored weapon at 2nd level, but once the selection is made, it cannot be changed. Additionally, <PRO_HESHE> does not gain gain any powers requiring <PRO_HISHER> favored weapon until <PRO_HESHE> makes this selection.
  • Legendary Weapon Master: When attacking with <PRO_HISHER> favored weapon, it counts as a +1 weapon for the purposes of what it can hit even if it is not magical, and <PRO_HESHE> gains a +1 bonus to hit and damage. These bonuses, and to hit properties increase by +1 each additional 4 levels (+2 at level 5, +3 at level 9, etc.) to a maximum of +5 at level 17. Additionally, when wielding <PRO_HISHER> favored weapon, the Kensai gains double the bonuses <PRO_HESHE> would receive when in a stance. Finally, at 2nd level, <PRO_HESHE> automatically advances to mastery (three slots) in <PRO_HISHER> favored weapon type. <PRO_HESHE> advances to high mastery (four slots) at fifth level. At 8th level, <PRO_HESHE> advances to grand mastery (five slots). At 11th level, <PRO_HESHE> advances to supreme grandmastery (six slots). Lastly, at 14th level, <PRO_HESHE> advances to legendary grandmastery (seven slots).
  • Fearless: Kensai are completely immune to fear affects.
  • Kai: May use the Kai ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages:

  • May not wear any armor, or helmet.
  • May not wear gauntlets or bracers.
  • Limited to Specialization (two slots) in all melee weapons except <PRO_HISHER> favored weapon.
  • Limited to Proficiency (one slot) in all ranged weapons.
  • Stances: Stance bonuses only apply to melee attacks (or to AC against melee attacks). Note that the penalties still apply to all attacks or defenses.
  • Does not gain the Weapon Versatility Class Feature
  • Tools of War only functions for the weapons of the Kensai's favored weapon type.

Restrictions:

  • Alignment restricted to any non-chaotic.

Wizard Slayer (Revised Kit)

WIZARD SLAYER: This warrior has been specially trained by <PRO_HISHER> sect to excel in hunting and combating spellcasters of all kinds.

Advantages:

  • Protection from Evil: The Wizard Slayer radiates a constant Protection from Evil effect. This aura is not magical and cannot be dispelled, but otherwise functions as the first level priest spell.
  • Sense Illusions: Spell casters cannot hide from the Wizard Slayer. At first level, the wizard slayer can use an ability that functions as the detect illusions spell. <PRO_HESHE> can use this ability once per day at level 1. <PRO_HESHE> gains an additional use of this ability at level 5 and every 5 levels thereafter.
  • Disruptive Strike: Starting at third level, all attacks made by the Wizard Slayer impose a 20% non-cumulative spell failure effect against any arcane caster. At 10th level, the Wizard Slayer removes one spell protection from the target, and at 17th level, the Wizard Slayer removes two protections from the target. Additionally, at third level,<PRO_HESHE> can hit creatures that require a +1 weapon even if <PRO_HESHE> is not using a magical weapon. This bonus increases by +1 at levels 8, 10, 12, and 15.
  • Magical Defense: At tenth level, if the wizard slayer fails a save against a spell that affects <PRO_HISHER> mind, <PRO_HESHE> can make a second save against magic one round later to escape the effects.

Disadvantages:

  • Does not gain the Second Wind Class Feature.
  • Limited to Grand Mastery (five slots) in all weapons.
  • Does not gain the Tools of War class feature.

Restrictions:

  • Alignment restricted to any non-evil.

Notes:
Spell Mods: This ability will mirror the relevant spells mentioned in the description. As such, any mods that modify this spell will modify this ability as well (except that these abilities are never, technically, 'magical' and cannot be dispelled or affected by spell resistance.
Skills & Proficiencies: The wizard slayers Sense Illusions ability is governed by the sense evil presence skill if the relevant components are installed. Wizard slayers will have unlimited use of this ability, though it will have a chance to fail.

Barbarian (Revised Kit)

BARBARIAN: The barbarian’s extraordinary stamina and physical skills let <PRO_HIMHER> survive in the most punishing environments. <PRO_HESHE> relies on muscle and wits, overcoming hardships with brute force, sheer determination, and practical know-how.

Advantages:

  • HD: d12 (24 hp at first level)
  • May distribute 15 points per level (30 at level 1) in thieving abilities: Hide in Shadows, Detect Illusion, Set Traps.
  • Detect Illusions: The Barbarian is particularly sensitive to <PRO_HISHER> surroundings. As such, <PRO_HESHE> can detect illusions similar to a thief. (also see Feral Senses below).
  • Hide in Natural Surroundings: This ability works similar to the thief's hide skill, but only works outdoors. Success depends on <PRO_HISHER> hide in shadows chance.
  • Treat Injury: Barbarians can treat injuries, allowing <PRO_HIMHER> to heal the wounds of <PRO_HISHER>self and <PRO_HISHER> allies. <PRO_HESHE> can treat injury 1 time per day at level 1. <PRO_HESHE> can treat injury an additional time per day at 6th level, and every 6 levels thereafter.
  • Immune to Backstab.
  • May use the Rage ability once per day. Gains one use at level 1 and an additional use every 3 levels thereafter.
  • Feral Senses: The Barbarian is particularly sensitive to the 'unnatural' when <PRO_HESHE> is raging. When in a rage, <PRO_HESHE> gains a +20% chance to <PRO_HISHER> detect illusions ability, and <PRO_HESHE> automatically detects illusions for the duration of the rage.
  • May use the Set Natural Snare ability once per day starting at level 4. Gains one use at level 4 and an additional use every 5 levels thereafter.
  • Tireless Rage: At 21st level, the barbarian is no longer fatigued after entering a rage.

Disadvantages:

  • May not wear armor heavier than splint mail.
  • May not use any stance.
  • May not exceed Specialization (two slots) with any weapon class.
  • Does not gain the Weapon Versatility Class Feature
  • Becomes winded after raging: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
  • Does not gain the Tools of War class feature.

Restrictions:

  • Alignment restricted to any chaotic.

TREAT INJURY: Heals 1d3 points of damage to any target. The damage healed increases by 1d3 at 5th level, and every five levels thereafter.

RAGE: The enraged status lasts for 8 rounds and provides a +2 bonus to attack, damage, AC, and saves vs. Spell, and <PRO_HISHER> movement is increased by 2 points for the duration.

Rage lasts for an additional round at levels 8 and 16.

The bonuses increase by 1 at levels 11 and 21

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

This ability does not work in non-natural settings.

Notes:
Spell Mods: This ability will mirror the relevant spells mentioned in the description. As such, any mods that modify this spell will modify this ability as well (except that these abilities are never, technically, 'magical' and cannot be dispelled or affected by spell resistance.
Skills & Proficiencies: The barbarian gets a number of skill-like abilities, like detect illusion, which are governed by the relevant skill or proficiency if the corresponding components are installed.
EEex: This kit is better implemented with EEex installed.

CONTINUE

Berserker (Revised Kit)

BERSERKER: This is a warrior who is in tune with <PRO_HISHER> animalistic side and, during combat, can achieve an ecstatic state of mind that will enable <PRO_HIMHER> to fight longer, harder, and more savagely than any person has a right to. Berserkers tend to be barbarian-like in nature, but not always. Sometimes it is a conscious choice that a warrior in training makes. Regardless, opponents on the battlefield will be unsettled when they see the savage and inhuman elements of the Berserker's personality. This class is common amongst dwarves, known to them as the Battlerager.

Advantages:

  • May use Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.
  • Carnage: When in a rage, whenever the berserker downs an opponent, <PRO_HISHER>rage extends for another 5 rounds. As long as <PRO_HESHE> has an enemy to fight, <PRO_HESHE> can rage indefinitely.
  • Offensive Stance: The Berserker gains additional options to improve <PRO_HISHER> offensive stance.
  • Thrill of Battle: Starting at 3rd level, whenever the berserker is in a rage, <PRO_HESHE> regenerates hit points at a rate of 1 hit point per round. This regeneration increases to 2 hit points per round at 10th level, and 3 hit points per round at 20th level.
  • True Rage: At 21st level, a barbarian cannot be reduced below 1 hit point as long as <PRO_HESHE> is in a rage. <PRO_HESHE> can be killed by other means, however.

Disadvantages:

  • Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
  • May not Specialize in ranged weapons.
  • May not use defensive stance.
  • May not use second wind.

Restrictions:

  • Alignment restricted to any non-lawful.

RAGE: The enraged state lasts for 5 rounds. While enraged, a Berserker gains a bonus of +4 to <PRO_HISHER> attack and damage rolls, and becomes immune to all mind affecting affects, such as charm, confusion, fear, feeblemind, hold, imprisonment, maze, stun, and sleep. The Berserker also gains 10 temporary Hit Points. <PRO_HESHE> does suffer a -2 penalty to <PRO_HISHER> Armor Class and ranged weapons while raging, however.

The bonus to attack and damage increase by +2 at levels 8 and 16.

OFFENSIVE STANCE: The Berserker can select from the following to improve <PRO_HISHER> offensive stance:

  • Unbalancing Presence: While in this stance, the warrior constantly pushes and unbalances all adjacent opponents within melee range (about 5 feet radius). All opponents within melee range thus suffer a -2 penalty to their AC.
    Requirement: 4th level

CONTINUE

Dwarven Defender (Revised Kit)

DWARVEN DEFENDER: The Dwarven Defender is a formidable warrior that is reputed to be worth two soldiers of any other race. Trained extensively in the art of dwarven warfare, a handful of these stout fighters can render a defensive line all but unbreakable.

Advantages:

  • May use Bulwark ability once per day. Gains one use at level 1, one use at level 4, and an additional use every 4 levels thereafter.
  • Hit Die: d12

Disadvantages:

  • May not make use of Offensive Stance.
  • May not exceed Specialization (two slots) in any weapon.
  • Tools of War only applies to worn armor at 5th level.
  • Does not gain the Weapon Versatility Class Feature

Restrictions:

  • Race restricted to dwarf.

BULWARK: For 1 turn the Dwarven Defender gains +30% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and gains an additional 15 temporary hit points.

At levels 8, and 16, the bonus to resistance increase by 10%, <PRO_HESHE> gains an additional +1 bonus to all saves, and an additional 5 temporary hit points when using Bulwark.

CONTINUE

Class 'Extras'

????: Dwarven Defender --> Defender

This component changes the dwarven Defender kit to the Defender kit and allows any race to take the kit. The kit is otherwise unchanged.

EEex based Skill Extensions

New possible rogue skills:

Climb Walls: Implement via dialog. (athletics???Acrobatis???) Might give AC/spell save bonuses for high values
https://www.d20pfsrd.com/skills/climb
http://www.d20srd.org/srd/skills/climb.htm

	{
--		["stat"] = 25, --Necessary?  Probably.  Maybe use a custom stat (need to check in dialog, etc)
		["name"] = ####, --Strref of the skill's name: Climb Walls (Climb? Athletics? Acrobatics?) 
		["description"] = ####, --Strref of the skill's description.
		["opcode"] = 110, --Will this work?  Empty opcode...
		["visibility"] = 3, --Whether the skill will appear alongside other skills in the character record screen.
						-- 0: Always show
						-- 1: Show if character can put points in skill
						-- 2: Show if skill != 0
						-- 3: Show if skill != 0 and character can put points in skill
						-- 4: Don't show
		["class_include"] = {4, 9, 10, 13, 15}, --All thieves (bards??) 
--		["kit_include"] = {0x4008}, --Any non thief kit???
--		["kit_exclude"] = {0x400C, 0x4021}, --Exclude Barbarian for Dual/multi class (i.e. qdmulit barbs)
--		["stat_exclude"] = {{34, 10, 2}, {38, 9, 2}} --Not nec (str requirement?) 
 --The syntax is similar to a SPLPROT.2DA condition, and it accepts all the relations (0 - 11) that SPLPROT.2DA does.
		                                               
	}

Use Scrolls: How??? That is, how to implement, tie it to the EEex feature? Investigate. Require int of 9 and make it so that thieves can use at least lev 1 if they put 1 point into the skill.
https://www.d20pfsrd.com/skills/use-magic-device
http://www.d20srd.org/srd/skills/useMagicDevice.htm

Likely can tie it to level, so thieves can get access at 10th level:

	{
--		["stat"] = 25, --Necessary?  Probably.  Maybe use a custom stat (need to check for actual scroll use)
		["name"] = ####, --Strref of the skill's name: Use Scrolls
		["description"] = ####, --Strref of the skill's description.
		["opcode"] = 113, --Will this work?  Empty opcode...
		["visibility"] = 3, --Whether the skill will appear alongside other skills in the character record screen.
						-- 0: Always show
						-- 1: Show if character can put points in skill
						-- 2: Show if skill != 0
						-- 3: Show if skill != 0 and character can put points in skill
						-- 4: Don't show
		["class_include"] = {4}, --SC Thief only right now (unsure about stats of multi thieves)  
--		["kit_include"] = {0x4008}, --Any non thief kit???
--		["kit_exclude"] = {0x400C, 0x4021}, --Exclude Barbarian for Dual/multi class (i.e. qdmulit barbs)
		["stat_exclude"] = {{34, 10, 2}, {38, 9, 2}} --First class level less than 10 (I think)--single class only??? Dual Class??? Also, min int of 9 just like a mage.  Maybe require certain lore/read lang levels???
 --The syntax is similar to a SPLPROT.2DA condition, and it accepts all the relations (0 - 11) that SPLPROT.2DA does.
		                                               
	}

Grrr, where are my notes on this? Requires 4 custom stats.

Level 10 stat: Required to put ranks in skill. Set by thieves at level 10.
Mage stat: Stat required to use mage scrolls. Automatically set for mages, sorcerers and bards. Values of 1 allows level 1 scrolls up to 9 allowing level 9 scrolls inclusive. Mages sorcerers and bards (though allow for bards to only have access to up to lev 6 scrolls) have max value. Each 10 points in Use Scroll increments the value of this stat by 1 for thieves (so, 10 points allows lev 1 scrolls, etc.--if zero lev scrolls in game (from magic and spells) then 1 point allows thieves to use those--maybe the values of this should be 0-11 (for poss cantrips and 10th level scrolls).
Priest stat: For cleric spells. Set to max value for clerics (and optionally for paladins). Probably not druids (though, if druid scrolls are added, will need another stat). Increments by 1 for every 15 points in use scroll stat (except gets a value for use with lev 7 scrolls at 99).
Use Scrolls Stat: Sets priest and/or mage stats depending on value.

Optionally, should include priest scroll component from S&M.

Bardic Knowledge: Maybe just lore, and maybe just allow bards to add to it... (can be used instead of various int checks), but also grant a bonus to Lore. Bards should start with a non-zero boni and thieves should be able to use it (because, why not?)
http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge
http://www.d20pfsrd.com/classes/core-classes/BARD/#TOC-Bardic-Knowledge-Ex-

	{
		["stat"] = 25, --Check in dialog, etc.  (perhaps in place of certain attributes, esp intelligence and wis) 
		["name"] = 9459, --Strref of the skill's name: Lore
		["description"] = ####, --Strref of the skill's description.
		["opcode"] = 21, --The opcode that will be used to modify the skill.
		["visibility"] = 4, --Lore already shows up
						-- 0: Always show
						-- 1: Show if character can put points in skill
						-- 2: Show if skill != 0
						-- 3: Show if skill != 0 and character can put points in skill
						-- 4: Don't show
		["class_include"] = {5}, --Bards only (though, maybe also thieves???)  
--		["kit_include"] = {0x4008}, --Could easily add certain kits...
--     	["kit_exclude"] = {0x400C, 0x4021}, --Prob not necessary (though, there is the Blade)
--		["stat_exclude"] = {{38, 16, 2}, {39, 14, 2}} --Not nec
--The syntax is similar to a SPLPROT.2DA condition, and it accepts all the relations (0 - 11) that SPLPROT.2DA does.
		                                               
	}

Performance: Bard only. Gives access to advanced songs, n stuff
http://www.d20srd.org/srd/classes/bard.htm#bardicMusic
http://www.d20pfsrd.com/classes/core-classes/BARD/#TOC-Bardic-Performance

	{
		["stat"] = ##, --Need to check for change bard song effect (and maybe instrument use) 
		["name"] =####, --Strref of the skill's name: Performance
		["description"] = ####, --Strref of the skill's description.
		["opcode"] = ###, --The opcode that will be used to modify the skill.
		["visibility"] = 3, --Whether the skill will appear alongside other skills in the character record screen.
						-- 0: Always show
						-- 1: Show if character can put points in skill
						-- 2: Show if skill != 0
						-- 3: Show if skill != 0 and character can put points in skill
						-- 4: Don't show
		["class_include"] = {5}, --Bards only 
--		["kit_include"] = {0x4008}, --Could easily add certain kits...
--     	["kit_exclude"] = {0x400C, 0x4021}, --Prob not necessary (though, there is the Blade)
--		["stat_exclude"] = {{38, 16, 2}, {39, 14, 2}} --Not nec
--The syntax is similar to a SPLPROT.2DA condition, and it accepts all the relations (0 - 11) that SPLPROT.2DA does.
		                                               
	}

Read Languages: ??? Maybe Read/Speak languages? Gives a chance to communicate with monstrous creatures?

	{
--		["stat"] = 25, --Necessary?  Yup.  Use a custom stat
		["name"] = ####, --Strref of the skill's name: Read/Speak Languages (Linguistics?)  
		["description"] = ####, --Strref of the skill's description.
		["opcode"] = 118, --Will this work?  Empty opcode...
		["visibility"] = 3, --Whether the skill will appear alongside other skills in the character record screen.
						-- 0: Always show
						-- 1: Show if character can put points in skill
						-- 2: Show if skill != 0
						-- 3: Show if skill != 0 and character can put points in skill
						-- 4: Don't show
		["class_include"] = {4, 5, 9, 10, 13, 15}, --All thieves and bards
--		["kit_include"] = {0x4008}, --Any non thief kit???
--		["kit_exclude"] = {0x400C, 0x4021}, --Exclude Barbarian for Dual/multi class (i.e. qdmulit barbs)
--		["stat_exclude"] = {{34, 10, 2}, {38, 9, 2}} --Not nec (Int requirement?) 
 --The syntax is similar to a SPLPROT.2DA condition, and it accepts all the relations (0 - 11) that SPLPROT.2DA does.
		                                               
	}

Bartering: ???
Can I change prices 'on the fly' through dialog (or lua)? Can I use the stat value as a variable for % to activate a particular response?
Can I make a particular merchant 'remember' a result? Can I make certain merchants harder or easier? (based on wis score or familiarity with PC/reputation?)

Packrat: ????????
Can I do anything with stat 71 Encumbrance? Seems unlikely. Wouldn't adding to that stat just increase encumbrance? And, a negative result would be bad. But, maybe a custom stat could lower encumbrance by a percentage????

What about 47 moralrecoverytime?

Revised Kit: Wizard Slayer

Will not install if KR installed

Advantages:

  • Magical Defense: At first level, the Wizard Slayer gains a +2 bonus to save vs. Spells. At 10th level, if <PRO_HESHE> fails a save against a spell that affects <PRO_HISHER> mind, <PRO_HESHE> can make a second save against magic one round later to escape the effects.

Very Similar, but more powerful than the KR version. This replaces the Inner Focus KR ability, so applies to NPC WSs as well. Note that this will also be the Chaotic Mind(?) ability of the Jester.

  • Disruptive Strike: Starting at third level, all ranged and melee attacks made by the Wizard Slayer impose a 20% non-cumulative spell failure effect against any arcane caster struck. At 11th level, the Wizard Slayer removes one spell protection from the target, and at 19th level, the Wizard Slayer removes two protections from the target.

Not activated, so much more powerful than the SR version. At the same time, other SR abilities are not added, and it can be used against PC's. I want NPC WSs to be very dangerous to player character mages

Disadvantages:

  • Can only attain Specialization (++) in any weapon.
  • Cannot use Heavy Armor nor Large Shields.
  • Does not gain the Weapon Versatility Class Feature.

With Proficiecies Installed:

Limited to weapon specialization (++) only with weapons (obviously), miscellaneous and armor.

Limited weapon training rather than stances. Should still be effective against non-casters

New kit: Alchemist

Alchemist: mage kit. Transmutation specialist. Can create unique alchemical items. Penalty?

Radical vs. Conservative alterations

A few (all?) class changes will have two versions of those changes: radical vs. conservative.

Radical changes dramatically alter a class and its kits in major ways, such that the class and its kits will play quite different compared to vanilla.

Conservative changes will keep the basic design of each class and kit roughly the same, while adding a few tweaks. Classes so far that will have radical and conservative differences:

Mage (r) no diviner, no opposed schools, except in a few cases (e.g. shadow mage and necromancer). (c) tbd

Bard (r) song mage (learns mage spells but uses them in a different way: to modify their Bard song). Song is modified for 8 hours or until a New spell is cast. (c) tbd

New and Revised Thief Class and Kits

401-???: The Thief

Revision Notes

My first instinct is to check out Kit Revisions, but there aren't many suggestions to be found on thieves. The icewind dale version is a bit better than the standard, given evasion.

401: The Thief: Conservative Version

This component will install the 'conservative' thief revision. The overall changes to the Thief class are as follows (see the revised descriptions below for more detail):

  • HD: d8. (16 hp at first level)

Backstab Progression

See below for the expanded table:

Level Base Thief Assassin Bounty Hunter Swashbuckler Shadow Dancer
1-4 x2 x3 x2 x1 x1
5-8 x3 x4 x3 x1 x2
9-12 x4 x5 x4 x1 x3
13-17 x5 x6 x5 x1 x4
18+ x5 x7 x5 x1 x4

Thief (Revised Base Class)

THIEF: To accomplish one's goals, for good or ill, the Thief is a skilled pilferer. Cunning, nimbleness, and stealth are a thief's hallmarks. Whether a thief turns talent against innocent passersby and wealthy merchants or oppressors and monsters is a choice for the Thief to make.

Class Features:

  • Hit Die: d8
  • May not wear armor heavier than studded leather.
  • May not equip shields larger than bucklers.
  • May only use the following weapons: long sword, short sword, katana, scimitar, dagger, club, quarterstaff, light crossbow, shortbow, dart, sling.
  • May only become Proficient (one slot) in any weapon class.
  • May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style.
  • May distribute 25 points per level (40 at level 1) in thieving abilities: Open Locks, Pick Pockets, Find Traps, Move Silently, Hide In Shadows, Detect Illusion, Set Traps.
  • May backstab for increased damage.
  • May use the Rogue's Bag of Tricks ability once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. Rogue's bag of tricks allow the thief to make use of special tricks that aids them in their journey.
  • Vigilant: Any thief worth the name is always keeping one eye open for traps. Thieves are always searching for traps, and have a chance to detect them even when not activly searching for them. However, <PRO_HESHE> can only detect traps at 3/4 (75%) of <PRO_HISHER> detect traps skill and <PRO_HESHE> of their search skill. They do not detect illusions with the ability, however.
  • KO: Starting at 3rd level, the thief can make use of the KO ability. <PRO_HESHE> gains an additional use of KO at level 8 and every 5 levels thereafter.
  • 7th level: Gains the Evasion ability.
  • Use Scrolls: Beginning at 10th level, 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.).

ROGUE'S BAG OF TRICKS:
CONTINUE

KO: With this ability, the thief can attempt to knock out a living opponent. When <PRO_HESHE> uses this ability, select a valid target within melee range. That target must save vs. petrification or fall unconscious for 2d8 rounds.

This save is made with a penalty of -1 at levels 7, 10, 13, 17, and 20.

EVASION: When a Thief is hit by a spell that can be evaded (Fireball, Lightning Bolt, etc.), the Thief is allowed a Save vs. Breath to complete avoid the effects. If the Saving Throw is failed, the spell works normally, including a save for half damage if the spell allows for it. A helpless Thief (e.g. held, stunned, or asleep) cannot use Evasion.

Notes:
Skills & Proficiencies: The fighter's Second Wind ability is governed by the endurance proficiency or the second wind skill, if the relevant components are installed. Fighters will have more uses of the ability (i.e. they gain uses both from the relevant skill or proficiency and from their fighter class levels). Additionally, if component 101 is installed, weapon versatility also gives fighters ranks in the armor proficiency (but not any non-weapon proficiency).

Revised base class: Bard--radical version

Will convert to a "song mage" that learns mage spells but what they do it modify the bard song.

Invisible creature that deletes vanilla versions of spells from spellbook and replaces them with special bard song

Revised base class: Bard: Conservative version

2e Complete Bard:

This is what I have so far

Rally needs clarification: What happens if the character moves?

RALLY: When the bard uses rally, <PRO_HESHE> grants all of <PRO_HISHER> allies, including <PRO_HIMHER>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).
In order to perform rally, the bard must remain in place. If <PRO_HESHE> moves, rally ends (though, the effects continue based on <PRO_HISHER> level as described above).

COUNTERSONG: When the bard uses this ability, all of <PRO_HISHER> allies within 30', including <PRO_HIMHER>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, <PRO_HESHE> can only move at half speed.

What is Enthrall? Describe

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, <PRO_HESHE> cannot move at all, and unlike a normal performance, the effect ends as soon as the bard moves, regardless of <PRO_HISHER> level.~

Revised Kit: Fallen paladin (cleric)

Make redemption possible, or allow the character to add a ' corrupted' version of their class: old one disciple, ur-priest for clerics (so far) and blackguard, dusk knight (ie gray pally)

Also, make falling (good) clerics an option if possible

New Kit: Sniper

Thief Kit. Increased crit and backstab like ability with ranged weapons

Revised kit: (Dread) Necromancer--radical version

Has Opposition schools

Advantages:

  • <PRO_MASTERMISTRESS> of the dead:

  • <PRO_MASTERMISTRESS> of death:

Will have a number of unique spells that only they can cast

Disadvantages:

  • Can cast one fewer spell per level

  • Opposition schools: Evocation, Enchantment, Illusion

Restrictions:

  • Non-good alignments only

  • One prepared spell per level must be from the necromancy school

doable? Ask Kjeron

Song Mage

Radical Bard (or Revolutionary?)

This component will change bards to song mages.

Song Mage: The bard casts spells, much like a mage or a sorcerer. Like a sorcerer, they have a limited number of spells that they know, that they can select as they level up. Unlike a sorcerer, however, they cannot cast that spell as often as they have the slots for it. Rather, when they select a spell, they can cast it once per day. As such, they can select the same spell multiple times, and doing so allows them to cast that particular spell as many times per day as they have selected it.

Also, bards have a unique spell list that is not identical to the mage/wizard (or cleric or druid) spell list. So, while they cannot cast all wizard/mage spells, they have access to unique spells that are available to nobody else. Typically, these spells influence or affect the bard song in some substantial way for the duration.

Character can select from a list every level. If they select the same spell twice, then they can use that spell more than once per day (like innate abilities--indeed, under the hood, they ARE innates, but cast using the casting button for aesthetic purposes.

Level 1:

Adoration: Gain a bonus to Charisma

Soothing Melody: Bard song cures 1 hp per round for 1 round, +1 round/level to all allies.

lullaby: http://www.d20pfsrd.com/magic/all-spells/l/lullaby
But probably do have a sleep effect (like 3 seconds)

Ear-Piercing Scream:

matching Chant: Improve movement and reduce fatigue: http://www.d20pfsrd.com/magic/all-spells/m/marching-chant

Voice: As the wiz spell vocalize

Level 2:

Allegro: Haste (self only) Duration:

Cacophony: Distract enemies with illusory voices

Compulsive Laughter: As hideous laughter

Piercing Shriek
Http://www.d20pfsrd.com/magic/all-spells/p/piercing-shriek

Level 3:

Animate Instrument: instrument plays your base bard song (i.e. summoned inv creature)

Level?:

Chord of Shards: http://www.d20pfsrd.com/magic/all-spells/c/chord-of-shards

Revised Base Class: Wizard (and specialists)--radical version

Basic idea: Make them a bit better in the early game and a bit worse late game.

  • Gets more spells early game, fewer spells late game

  • The generalist will actually get one more spell/lev than specialists, and most specialists will not have a prohibited school. Will remove diviner, and change their spells to "universal". Will use most of the existing slots to create new kits, like the shadow caster.

  • All 'full' casters and bards will get an innate 'wondrous recall' that allows them to recall spells up to the second most powerful spells that they can cast (min at 3rd level when get 2nd level spells).

  • Universal Spells: All Divination spells, Dispel Magic, Find Familiar (innate), Spell Sequencer, Spell Trigger, Minor Sequencer, Contingency, Chain Contingency, Wizard Eye.

  • Spells to move to 10th level: Wish and Time Stop (though, ensure that npc enemies still use the original--just make them unavailable to players except as a HLA).

Generalist useability flag: generalist, evoker, transmuter, abjurer, enchanter, conjurer.

Necromancer flag: necro: unique necro spells

Diviner flag: white necro: unique spells

Illusionist flag: Illusionist (gnomes, see). Unique spells, prolly

http://gibberlings3.net/forums/index.php?showtopic=21289&page=1

Revised Kit: Abjurer--radical version

No opposition schools

Advantages:

  • <PRO_MASTERMISTRESS> of Magic: Removes Magic at 2x level. Additionally, the Abjurer automatically receives the spell at 5th level, and can cast it as a special ability at first level one time per day. They get additional uses of this special ability every 5 levels.

177 or 326 the affected spells. May apply it to any spell that removes magical affects

Name these creatures Augmented (name)

  • Spell Resistance:

Disadvantages:

  • Can cast one fewer spell per level

Restrictions:

  • One prepared spell per level must be from the abjuration school

doable? Ask Kjeron

Revised kit: Conjurer--radical version

No opposition schools

Will create a summon monster spell for every level if SR not installed

Advantages:

  • Augmented summoning: creatures you summon gain a +4 bonus to their strength, and have 25% more hit points.

Convert wizard summoning spells to use 177effects

Name these creatures Augmented (name)

  • Extra Summons: You summon 50% More creatures than you otherwise would when casting any Summon Monster spell. These additional summons can exceed the normal summoning limit

  • At

Disadvantages:

  • Can cast one fewer spell per level

Restrictions:

  • One prepared spell per level must be from the conjurer school

doable? Ask Kjeron

Readme Homebrewery version

<style> .phb#p1{ text-align:center; } .phb#p1:after{ display:none; } </style>

B_Kits

(aka Tools of the Trade)

##### A mod for the Enhanced Editions of Baldur's Gate I and II and Icewind Dale I


##### Grammarsalad ##### Version 0.01.14 (2019-05-27)

\page

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.
  1. Revision of base kits for Baldur's Gate games. The mod will offer both a 'conservative' revision, and a 'radical' revision. The latter version will alter the base structure of the classes and kits more radically and will thus be more likely to see compatibility issues with other mods. That said, the goal of all components is to maintain compatibility with all other mods where possible.
  2. New Kits. There will be more 'radical' versions of new kits--only available where 'radical' revisions are installed--as well as more 'conservative' new kits that should be at home in either the (conservatively) revised structure, or in an un-revised environment.

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:

\page

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.

  • Wisp and aVENGER, for their Scribe Scroll component in aTweaks (www.spellholdstudios.net/ie/atweaks), which was essential in the creation of the various Crafting components.
  • Anyone who contributed to the mod discussion on the forums, played earlier versions of the mod, or otherwise helped with the creation and development of this mod.
  • The creators of the tools I used while developing this mod, without which this mod would not exist.

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

  • WeiDu, by Westley Weimer, the bigg and Wisp
  • Near Infinity, by Jon Hauglid and Argent77
  • The Infinity Engine Data Structures Project (IEDSP), maintained by igi and lynx
  • WeiDu Highlighters, by Idobek and cmorgan
  • ConTEXt, by ??
  • NotePad++, by Don Ho
  • homebrewery.naturalcrit.com, for this readme you are looking at: http://www.naturalcrit.com/

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:

\page

# Component Overview GIVE AN OVERVIEW OF EACH COMPONENT HERE. Describe them more fully below

\page

Class Revisions

Class revisions alter existing classes in some manner, as opposed to adding kits or interchangeable class features. Class features themselves are divided into 'Conservative' and 'Radical' versions of a given class/kit structure. This mod tries, as much as possible, to allow players to mix and match conservative and radical versions together. So, for example, a player could install conservative fighter revisions with radical bard revisions. However, players should be warned that there might be balance issues, especially when the various class features are added to the mix. We cannot account for everything. That said, we will try to note where balance issues might exist, both here and in individual class sections below.

Known Issues (Class Revisions):

\page

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.

\page

Bard Base Class (Revised Base Class)

BARD: The Bard is a rogue, but <PRO_HESHE> is very different from the Thief. The Bard's strength is <PRO_HISHER> pleasant and charming personality. With it and <PRO_HISHER> wits, <PRO_HESHE> makes <PRO_HISHER> way through the world. A Bard is a talented musician and a walking storehouse of gossip, tall tales, and lore; <PRO_HESHE> learns a little bit about everything that crosses <PRO_HISHER> 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:

  • Rolls d8 for hit points.
  • Lore increases by 10 per level.
  • May not wear armor heavier than chain mail and may not equip shields larger than bucklers. (Spells can be cast while wearing armor.)
  • Can achieve proficiency (+) in any weapon proficiency.
  • Can achieve specialization (++) in any fighting style, except two-weapon fighting, where <PRO_HESHE> can achieve mastery (+++).
  • Thieving abilities: Pick Pockets and Pick Locks (if EEEx is installed).
  • May use <PRO_HISHER> Performance ability to play any perform ability from <PRO_HISHER> repertoire. At 1st level, <PRO_HESHE> can rally <PRO_HISHER> allies. At 4th level, <PRO_HESHE> can play a countersong. At 8th level, <PRO_HESHE> can fascinate opponents. These songs become more powerful as <PRO_HESH> gains levels as described below. All effects generally last for as long as the bard performs, + 1 round per 5 levels after finishing.
    Performances are taxing, incresing the fatigue level of the bard by 1 for every round <PRO_HESHE> plays. <PRO_HESHE> recovers this fatigue after 1 hour. <PRO_HESHE> cannot perform if <PRO_HESHE> becomes exhausted.

RALLY: When the bard uses rally, <PRO_HESHE> grants all of <PRO_HISHER> allies, including <PRO_HIMHER>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).
In order to perform rally, the bard must remain in place. If <PRO_HESHE> moves, rally ends (though, the effects continue based on <PRO_HISHER> level; that is, 1 round per 5 levels.)

COUNTERSONG: When the bard uses this ability, all of <PRO_HISHER> allies within 30', including <PRO_HIMHER>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).
The bard must remain still while performing fascinate. If <PRO_HESHE> moves, the effect ends.

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Blade Kit

BLADE: The Blade is an expert fighter and adventurer whose bardic acting abilities make <PRO_HIMHER> appear more intimidating and fearsome than <PRO_HESHE> is. This Bard's fighting style is flashy and entertaining but is also lethally dangerous.

Advantages:

  • At 1st level, may use the Offensive Spin and Defensive Spin stances. A character can only enter a single stance at a time, but they are not limited in terms of the number of times per day that they can enter a stance. The blade exits either offensive spin or defensive spin if <PRO_HESHE> is struck in combat and <PRO_HESHE> cannot enter another stance for an additional 3 rounds after being struck.
  • Performs Weapon Display as <PRO_HISHER> bard song.
  • Gains Mastery (+++) in two-weapon fighting at first level.
  • The Blade can specialize (++) in any melee weapon.
  • 1 fewer spell slot per spell level. As a result, <PRO_HESHE> doesn't cast any spells until 3rd level.

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 <PRO_HESHE> 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 <PRO_HESHE> gains a +2 bonus to melee attack and damage rolls as well as an extra attack per round. Finally,<PRO_HESHE> 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 <PRO_HISHER> 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 <PRO_HESHE> 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:

  • Only gains 5 lore per level.
  • The Blade cannot perform Rally, Countersong, or Fascinate.

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Jester Kit

JESTER: This Bard is well versed in the arts of ridicule and hilarity, and uses <PRO_HISHER> abilities to distract and confuse <PRO_HISHER> enemies, cavorting madly during combat. Do not mistake <PRO_HIMHER> for a true fool, however, as <PRO_HESHE> can also be quite deadly.

Advantages:

  • Starting at 1st level, <PRO_HESHE> can use Taunt one time per day. <PRO_HESHE> gains one additional use of Taunt every 4 levels.
  • At 1st level, <PRO_HISHER> may use <PRO_HISHER> Performance ability to both cheer up <PRO_HISHER> allies and distract and enrage <PRO_HISHER> foes with Bafoonery/Taunting. This performance becomes more powerful as <PRO_HESH> gains levels as described below. At 8th level, <PRO_HESHE> gains Fascinate.
  • Wily: The Jester gains a +2 bonus to AC and saves vs. enchantments. Additionally, the jester is immune to confusion, chaos and any other similar spells.

TAUNT: The jester can use taunt against any creature within 30' that can hear <PRO_HIMHER> 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 <PRO_HISHER> allies against harmful magics and effects, often by telling timely jokes at the expense of <PRO_HISHER> 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. <PRO_HISHER> 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:

  • The Jester cannot perform Rally or Countersong.
  • The Jester only gains d6 hit points per level.

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## Skald Kit (TO BE CONTINUED)

SKALD: This Nordic Bard is also a warrior of great strength, skill, and virtue; <PRO_HISHER> songs are inspiring sagas of battle and valor, and the Skald devotes <PRO_HISHER> life to those pursuits.

Advantages:

  • Rolls d10 for hit points.
  • At 1st level, <PRO_HESHE> gains a +1 to melee attack rolls. <PRO_HESHE> gains an additional +1 bonus to melee attack rolls every 4 levels (maximum +6 to attack at 20th level).
  • At 1st level, <PRO_HESHE> gains Inspiring Blow whenever <PRO_HESHE> uses <PRO_HISHER> Performance Ability. Whenever <PRO_HESHE> lands a blow in melee combat, <PRO_HESHE> extends the effects of <PRO_HISHER> Performance for one additional round.
  • May use <PRO_HISHER> Performance ability to play any song from <PRO_HISHER> repertoire. At 1st level, <PRO_HESHE> can chant a battlesong to inspire <PRO_HISHER> allies. At 6th level, <PRO_HESHE> can Incite Rage in <PRO_HISHER> allies. Finally, at 12th level, <PRO_HESHE> can sing Song of the Fallen. These songs become more powerful as <PRO_HESH> gains levels as described below.
    The Skald's songs last for as long as <PRO_HESHE> continues to perform, plus 1 round thereafter. Each time <PRO_HESHE> lands a blow in melee combat, the effects of <PRO_HISHER> performance extend for one additional round (this ability can only extend a performance by 1 round in a given round. That is, if <PRO_HESHE> hits an opponent more than one time in melee combat in a given round, <PRO_HESHE> can only extend the duration of <PRO_HISHER> performance by a single round.
  • At 7th level, <PRO_HESHE> gains +1/2 attack per round.
  • At 14th level, <PRO_HESHE> this bonus increases to +1 attack per round.

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:

  • The Skald casts -2 spells per spell level. That is, <PRO_HESHE> begins casting spells at 3rd level.
  • The Skald cannot perform Rally, Countersong or Fascinate.
  • The Skald does not make use of any thief skills.

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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.

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The Cleric (Revised Base Class) (TO BE CONTINUED)

CLERIC: The Cleric is an adventuring priest who does not exclusively worship a single deity, but venerates the pantheon as a whole, . <PRO_HESHE> 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:

  • May wear helmets.
  • May wear any armor.
  • Domain Spells^: Each day, a cleric can select one sphere from which <PRO_HESHE> can draw spells from. The selected sphere need not be one that the cleric normally has access to. Once selected, <PRO_HESHE> will be able to cast a single spell each level <PRO_HESHE> can cast of the relevant level from that domain per day. In any given day, if <PRO_HESHE> casts a domain spell before selecting a domain, <PRO_HESHE> will have to wait for the next day select a new domain.
    – May only use non-bladed, non-piercing weapons (war hammer, club, flail, mace, quarterstaff, sling).
    – May only become Proficient (one slot) in any weapon class.
    – May only become Proficient (one slot) in two weapon fighting.
    – May Specialize (two slots) in any fighting style except two weapon fighting.
    – May Turn Undead.
    – May cast priest spells.
    – Hit Die: d8

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
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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501-???: The Fighter (TO BE CONTINUED)

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.

Working Notes

Class Features:

  • Rolls d10 for hit points.
  • Can achieve grandmastery (+++++) in any weapon proficiency.
  • Can use all types of armor.
  • Stance: REVISE DESCRIPTION
  • Weapon Versatility: Beginning at 5th level, the fighter gains one proficiency in all weapon types (+). At 15th level, <PRO_HESHE> gains an additional proficiency point (+) in all weapon types. Note that this cannot bring any weapon above Grandmastery (+++++).

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.)

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Class 'Extras'

Known Issues (Class 'Extras'):

  • 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 very overpowered.

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1201-1207: 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 (TO BE DETERMINED)

This component will allow unique spell lists for all arcane classes and kits.

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:

Charisma Value Turn modification
18 to 19 +1
20 to 22 +2
23+ +3

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) (TO BE DETERMINED)

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1601-???: Class 'Extras': Class Skills

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.

1601: Appraisal (EEex required)

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 get access to this skill, as do bards if they can distribute their skill points (see below). See the next section for skill descriptions. The base skill is as normal for Lore.

1701-1702: Performance (EEex required)

These components add the performance skill to the game. 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. The performance skill allows characters to use magical instruments and gives them skill at bardic performance. See the next section--'Extra descriptions--for details.

#### 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%.

1801: Barter (EEex required)

This component adds the barter skill to the game. This skill allows the character to barter with merchants and others to get better prices on goods, and sometimes better rewards for quests, etc. See the next section for skill descriptions. The base skill is 0% and is available to thieves and bards. Bards gain 3% per level if they cannot distribute skill points as thieves (otherwise, they can increase the skill ask they like).

1901-1903: Use Scrolls

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.

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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2001: Set Natural Snares

This component adds the set natural snares skill to the game and gives a progression to rangers. Additionally, it gives the special ability to rangers at a set rate. Set natural snares works like the thief's set snares ability, but it only works in natural environments. See the next section--'Extra' Descriptions--for details. Rangers gain proficiency in set natural snares equal to their stealth skill.

2001: Class 'Extras': Everybody Can Search (requires EEX)

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).

2101: Class 'Extras': Only Variant Attribute bonuses to skills

This component makes a few changes to the standard thief skills such that rogues gain bonuses (and penalties) to these skills based off of attributes other than dexterity. See the next section for details.

2201: Scroll Level Restrictions

This component restricts scroll use more than the vanilla game. As normal, creatures can only use scroll types of spells that they can cast. They are further restricted, however, in that they can only use scrolls if they can cast spells of the level of spell that is on the spell. So, for example, a creature can only use a fireball scroll if they can cast 3rd level mage spells.

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'Extra' Descriptions

This section describes the 'extra' features in more detail.

Variant Attribute bonuses to skills

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).

Attribute Bonuses
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

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# 'Extra' Descriptions In this section you can find more detailed descriptions of the class 'extras'.

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New Kits

Class revisions alter existing classes in some manner, as opposed to adding kits or interchangeable class features. Class features themselves are divided into 'Conservative' and 'Radical' versions of a given class/kit structure. This mod tries, as much as possible, to allow players to mix and match conservative and radical versions together. So, for example, a player could install conservative fighter revisions with radical bard revisions. However, players should be warned that there might be balance issues, especially when the various class features are added to the mix. We cannot account for everything. That said, we will try to note where balance issues might exist, both here and in individual class sections below.

Known Issues (New Kits):

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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.

Variant Attributes Component

Variant Attribute bonuses to skills

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 theif 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).

Attribute Bonuses
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

'Extra' Class Revisions

Kit/Class based Revisions that are independent of specific class/kit changes

// Spontaneous casting for clerics (by Pecca)
// Spontaneous casting for clerics
// Alt spontaneous casting for clerics (all heal)
// Alt2 spontaneous casting for clerics (evil drain HP touch spells-use in one round or lose spell)
// Spontaneous casting for druids

//Performance Modifications
// Performance fatigue (Bards)
// Performance fatigue (Shaman)

// Magic Item Creation (p 5788 26 vol)
// Magic Item Creation (Clerics/druids) (7th Scribe; 9th potions; 11th recharge; 13th level create wand)
// Magic Item Creation (Mages/bards)

// Trap Revisions
// Set Natural Snare for Rangers; gives skill % progression (As set trap, but only works outdoors).
// Alt Set Natural Snare for rangers: Set progression (equal to sneak)
// Set Traps, improved traps and trap variety for higher set traps %. Never fails.

// Buttons (Requires EET)
// Defend/Talk (make defend alt click for talk button)
// Universal Search. Gives all classes ability to search for traps
// Bard Thieving (gives bards ability to pick locks and/or search/disarm traps). Gives skill % progression
// Bard Thieving (just give bards pick locks and % progression)
// Bard thieving alt1 (set progression for search/disarm traps and pick locks)
// Bard thieving alt2 (set progression for pick locks, matching pick pockets)

Readme

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.

  1. Revision of base kits for Baldur's Gate games. The mod will offer both a 'conservative' revision, and a 'radical' revision. The latter version will alter the base structure of the classes and kits more radically and will thus be more likely to see compatibility issues with other mods. That said, the goal of all components is to maintain compatibility with all other mods where possible.
  2. New Kits. There will be more 'radical' versions of new kits--only available where 'radical' revisions are installed--as well as more 'conservative' new kits that should be at home in either the (conservatively) revised structure, or in an unrevised environment.

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 <PRO_HESHE> is very different from the Thief. The Bard's strength is <PRO_HISHER> pleasant and charming personality. With it and <PRO_HISHER> wits, <PRO_HESHE> makes <PRO_HISHER> way through the world. A Bard is a talented musician and a walking storehouse of gossip, tall tales, and lore; <PRO_HESHE> learns a little bit about everything that crosses <PRO_HISHER> 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:

  • Rolls d8 for hit points.
  • Lore increases by 10 per level.
  • May not wear armor heavier than chain mail and may not equip shields larger than bucklers. (Spells can be cast while wearing armor.)
  • Can achieve proficiency (+) in any weapon proficiency.
  • Can achieve specialization (++) in any fighting style, except two-weapon fighting, where <PRO_HESHE> can achieve mastery (+++).
  • Thieving abilities: Pick Pockets and Pick Locks (if EEEx is installed).
  • May use <PRO_HISHER> Performance ability to play any perform ability from <PRO_HISHER> repertoire. At 1st level, <PRO_HESHE> can rally <PRO_HISHER> allies. At 4th level, <PRO_HESHE> can play a countersong. At 8th level, <PRO_HESHE> can fascinate opponents. These songs become more powerful as <PRO_HESH> gains levels as described below.
    All effects generally last for as long as the bard performs, + 1 round per 5 levels after finishing.

Performances are taxing, incresing the fatigue level of the bard by 1 for every round <PRO_HESHE> plays. <PRO_HESHE> recovers this fatigue after 1 hour. <PRO_HESHE> cannot perform if <PRO_HESHE> becomes exhausted.

RALLY: When the bard uses rally, <PRO_HESHE> grants all of <PRO_HISHER> allies, including <PRO_HIMHER>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).
In order to perform rally, the bard must remain in place. If <PRO_HESHE> moves, rally ends (though, the effects continue based on <PRO_HISHER> level; that is, 1 round per 5 levels.)

COUNTERSONG: When the bard uses this ability, all of <PRO_HISHER> allies within 30', including <PRO_HIMHER>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).
The bard must remain still while performing fascinate. If <PRO_HESHE> moves, the effect ends.

Blade Kit

BLADE: The Blade is an expert fighter and adventurer whose bardic acting abilities make <PRO_HIMHER> appear more intimidating and fearsome than <PRO_HESHE> is. This Bard's fighting style is flashy and entertaining but is also lethally dangerous.

Advantages:

  • At 1st level, may use the Offensive Spin and Defensive Spin stances. A character can only enter a single stance at a time, but they are not limited in terms of the number of times per day that they can enter a stance. The blade exits either offensive spin or defensive spin if <PRO_HESHE> is struck in combat and <PRO_HESHE> cannot enter another stance for an additional 3 rounds after being struck.
  • Performs Weapon Display as <PRO_HISHER> bard song.
  • Gains Mastery (+++) in two-weapon fighting at first level.
  • The Blade can specialize (++) in any melee weapon.
  • 1 fewer spell slot per spell level. As a result, <PRO_HESHE> doesn't cast any spells until 3rd level.

Disadvantages:

  • Only gains 5 lore per level.
  • The Blade cannot perform Rally, Countersong, or Fascinate.

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 <PRO_HESHE> 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 <PRO_HESHE> gains a +2 bonus to melee attack and damage rolls as well as an extra attack per round. Finally,<PRO_HESHE> 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 <PRO_HISHER> 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 <PRO_HESHE> 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 <PRO_HISHER> abilities to distract and confuse <PRO_HISHER> enemies, cavorting madly during combat. Do not mistake <PRO_HIMHER> for a true fool, however, as <PRO_HESHE> can also be quite deadly.

Advantages:

  • Starting at 1st level, <PRO_HESHE> can use Taunt one time per day. <PRO_HESHE> gains one additional use of Taunt every 4 levels.
  • At 1st level, <PRO_HISHER> may use <PRO_HISHER> Performance ability to both cheer up <PRO_HISHER> allies and distract and enrage <PRO_HISHER> foes with Bafoonery/Taunting. This performance becomes more powerful as <PRO_HESH> gains levels as described below. At 8th level, <PRO_HESHE> gains Fascinate.
  • Wily: The Jester gains a +2 bonus to AC and saves vs. enchantments. Additionally, the jester is immune to confusion, chaos and any other similar spells.

Disadvantages:

  • The Jester cannot perform Rally or Countersong.
  • The Jester only gains d6 hit points per level.

TAUNT: The jester can use taunt against any creature within 30' that can hear <PRO_HIMHER> 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 <PRO_HISHER> allies against harmful magics and effects, often by telling timely jokes at the expense of <PRO_HISHER> 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. <PRO_HISHER> 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; <PRO_HISHER> songs are inspiring sagas of battle and valor, and the Skald devotes <PRO_HISHER> life to those pursuits.

Advantages:

  • Rolls d10 for hit points.
  • At 1st level, <PRO_HESHE> gains a +1 to melee attack rolls. <PRO_HESHE> gains an additional +1 bonus to melee attack rolls every 4 levels (maximum +6 to attack at 20th level).
  • At 1st level, <PRO_HESHE> gains Inspiring Blow whenever <PRO_HESHE> uses <PRO_HISHER> Performance Ability. Whenever <PRO_HESHE> lands a blow in melee combat, <PRO_HESHE> extends the effects of <PRO_HISHER> Performance for one additional round.
  • May use <PRO_HISHER> Performance ability to play any song from <PRO_HISHER> repertoire. At 1st level, <PRO_HESHE> can chant a battlesong to inspire <PRO_HISHER> allies. At 6th level, <PRO_HESHE> can Incite Rage in <PRO_HISHER> allies. Finally, at 12th level, <PRO_HESHE> can sing Song of the Fallen. These songs become more powerful as <PRO_HESH> gains levels as described below.
    The Skald's songs last for as long as <PRO_HESHE> continues to perform, plus 1 round thereafter. Each time <PRO_HESHE> lands a blow in melee combat, the effects of <PRO_HISHER> performance extend for one additional round (this ability can only extend a performance by 1 round in a given round. That is, if <PRO_HESHE> hits an opponent more than one time in melee combat in a given round, <PRO_HESHE> can only extend the duration of <PRO_HISHER> performance by a single round.
  • At 7th level, <PRO_HESHE> gains +1/2 attack per round.
  • At 14th level, <PRO_HESHE> this bonus increases to +1 attack per round.

Disadvantages:

  • The Skald casts -2 spells per spell level. That is, <PRO_HESHE> begins casting spells at 3rd level.
  • The Skald cannot perform Rally, Countersong or Fascinate.
  • The Skald does not make use of any thief skills.

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, . <PRO_HESHE> 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:

  • May wear helmets.
  • May wear any armor.
  • Domain Spells^: Each day, a cleric can select one sphere from which <PRO_HESHE> can draw spells from. The selected sphere need not be one that the cleric normally has access to. Once selected, <PRO_HESHE> will be able to cast a single spell each level <PRO_HESHE> can cast of the relevant level from that domain per day. In any given day, if <PRO_HESHE> casts a domain spell before selecting a domain, <PRO_HESHE> will have to wait for the next day select a new domain.
    – May only use non-bladed, non-piercing weapons (war hammer, club, flail, mace, quarterstaff, sling).
    – May only become Proficient (one slot) in any weapon class.
    – May only become Proficient (one slot) in two weapon fighting.
    – May Specialize (two slots) in any fighting style except two weapon fighting.
    – May Turn Undead.
    – May cast priest spells.
    – Hit Die: d8

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
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(?)

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:

  • Rolls d10 for hit points.
  • Can achieve grandmastery (+++++) in any weapon proficiency.
  • Can use all types of armor.
  • Stance: REVISE DESCRIPTION
  • Weapon Versatility: Beginning at 5th level, the fighter gains one proficiency in all weapon types (+). At 15th level, <PRO_HESHE> gains an additional proficiency point (+) in all weapon types. Note that this cannot bring any weapon above Grandmastery (+++++).

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:

Charisma Value Turn modification
18 to 19 +1
20 to 22 +2
23+ +3

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:

  • 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.)

Class Features:

  • Rolls d10 for hit points.
  • Can achieve grandmastery (+++++) in any weapon proficiency.
  • Can use all types of armor.
  • Offensive and Defensive Stance: Beginning at first level, the fighter can enter a stance to either improve <PRO_HISHER> offensive or defensive capability (at the expense of the other). Once <PRO_HESHE> enters a stance, <PRO_HESHE> gains the bonuses and penalties until either <PRO_HESHE> exits the stance, or enters the other stance .

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.

  • Weapon Versatility: Beginning at 5th level, the fighter gains one proficiency in all weapon types (+). At 15th level, <PRO_HESHE> gains an additional proficiency point (+) in all weapon types. Note that this cannot bring any weapon above Grandmastery (+++++).

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

  • You MUST explicitly select a kit when prompted during character creation. If you do not do so, you will end up with the old class and a likely very messed up spell list (among other things).

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:

Bard Level 1st 2nd 3rd 4th 5th 6th 7th 8th
1st 1 - - - - - - -
2nd 2 - - - - - - -
3rd 3 1 - - - - - -
4th 3 2 - - - - - -
5th 4 2 - - - - - -
6th 4 3 - - - - - -
7th 4 3 1 - - - - -
8th 4 4 1 - - - - -
9th 4 4 2 - - - - -
10th 4 4 2 1 - - - -
11th 4 4 3 1 - - - -
12th 4 4 3 2 - - - -
13th 4 4 3 2 1 - - -
14th 4 4 3 3 1 - - -
15th 4 4 3 3 2 - - -
16th 5 4 3 3 2 1 - -
17th 5 5 3 3 3 1 - -
18th 5 5 4 3 3 2 - -
19th 5 5 4 4 3 2 - -
20th 5 5 4 4 4 3 - -
  • Bards will have their own unique spell list in a manner of speaking.

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 <PRO_HESHE> is very different from the Thief. The Bard's strength is <PRO_HISHER> pleasant and charming personality. With it and <PRO_HISHER> wits, <PRO_HESHE> makes <PRO_HISHER> way through the world. A Bard is a talented musician and a walking storehouse of gossip, tall tales, and lore; <PRO_HESHE> learns a little bit about everything that crosses <PRO_HISHER> 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:

  • Rolls d8 for hit points.
  • Lore increases by 10 per level.
  • May not wear armor heavier than chain mail and may not equip shields larger than bucklers. (Spells can be cast while wearing armor.)
  • Can achieve proficiency (+) in any weapon proficiency.
  • Can achieve specialization (++) in an fighting style, except two-weapon fighting, where <PRO_HESHE> can achieve mastery (+++).
  • Thieving abilities: Pick Pockets.
  • May cast arcane spells starting with one first level spell at level one. Bards are limited in the kinds of spells that they can cast. Specifically, they can only cast Universal, Illusion, Enchantment, or Abjuration mage spells.
  • Song Mage: The Bard can learn unique spells not avaliable to regular mages.
  • The Bard can figure out and use almost any magical item, including items typically restricted to other classes, such as priest scrolls.
  • May use <PRO_HISHER> Performance ability to play any song from <PRO_HISHER> repertoire. At 1st level, <PRO_HESHE> can rally <PRO_HISHER> allies. At 4th level, <PRO_HESHE> can play a countersong. At 8th level, <PRO_HESHE> can fascinate <PRO_HISHER> enemies. These songs become more powerful as <PRO_HESH> gains levels as described below.
    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 <PRO_HESHE> loses the ability to perform again for 2 hours. This time is reduced to 1 hour at level 10 and is reduced to 3 turns at 15th level. Finally, at 20th level, the cooldown period is reduced to 1 turn.

RALLY: When the bard uses rally, <PRO_HESHE> grants all of <PRO_HISHER> allies, including <PRO_HIMHER>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).
In order to perform rally, the bard must remain in place. If <PRO_HESHE> moves, rally ends (though, the effects continue based on <PRO_HISHER> level; that is, 1 round per 5 levels.)

COUNTERSONG: When the bard uses this ability, all of <PRO_HISHER> allies within 30', including <PRO_HIMHER>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, <PRO_HESHE> 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, <PRO_HESHE> cannot move at all, and unlike a normal performance, the effect ends as soon as the bard moves, regardless of <PRO_HISHER> level.

Blade Kit

BLADE: The Blade is an expert fighter and adventurer whose bardic acting abilities make <PRO_HIMHER> appear more intimidating and fearsome. This Bard's fighting style is flashy and entertaining but is also lethally dangerous.

Advantages:

  • At 1st level, may use the Offensive Spin and Defensive Spin stances. A character can only enter a single stance at a time, but they are not limited in terms of the number of times per day that they can enter a stance. The blade exits either offensive spin or defensive spin if <PRO_HESHE> is struck in combat and <PRO_HESHE> cannot enter another stance for an additional 3 rounds after being struck.
  • Performs Weapon Display as <PRO_HISHER> bard song.
  • Gains Mastery (+++) in two-weapon fighting at first level.
  • The Blade can specialize (++) in any one-handed melee weapon.

Disadvantages:

  • Only gains 5 lore per level.
  • The Blade cannot perform Rally, Countersong, or Fascinate.
  • 1 fewer spell slot per spell level. As a result, <PRO_HESHE> doesn't cast any spells until 3rd level.

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 <PRO_HESHE> 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 <PRO_HESHE> gains a +2 bonus to melee attack and damage rolls as well as an extra attack per round. Finally,<PRO_HESHE> 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 <PRO_HISHER> 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 <PRO_HESHE> 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 <PRO_HISHER> abilities to distract and confuse <PRO_HISHER> enemies, cavorting madly during combat. Do not mistake <PRO_HIMHER> for a true fool, however, as <PRO_HESHE> can also be quite deadly.

Advantages:

  • Starting at 1st level, <PRO_HESHE> can use Taunt one time per day. <PRO_HESHE> gains one additional use of Taunt every 4 levels.
  • At 1st level,
  • May use <PRO_HISHER> Performance ability to play any song from <PRO_HISHER> repertoire. At 1st level, <PRO_HESHE> can use Bafoonery to cheer up <PRO_HISHER> allies. At 6th level, <PRO_HESHE> can use cutting humor to Undermine Confidence in <PRO_HISHER> enemies. These songs become more powerful as <PRO_HESH> gains levels as described below.

Disadvantages:

  • The Jester cannot perform Rally, Countersong or Fascinate.

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; <PRO_HISHER> songs are inspiring sagas of battle and valor, and the Skald devotes <PRO_HISHER> life to those pursuits.

Advantages:

  • Rolls d10 for hit points.
  • At 1st level, <PRO_HESHE> gains a +1 to melee attack rolls. <PRO_HESHE> gains an additional +1 bonus to melee attack rolls every 4 levels (maximum +6 to attack at 20th level).
  • At 1st level, <PRO_HESHE> gains Inspiring Blow whenever <PRO_HESHE> uses <PRO_HISHER> Performance Ability. Whenever <PRO_HESHE> lands a blow in melee combat, <PRO_HESHE> extends the effects of <PRO_HISHER> Performance for one additional round.
  • May use <PRO_HISHER> Performance ability to play any song from <PRO_HISHER> repertoire. At 1st level, <PRO_HESHE> can chant a battlesong to inspire <PRO_HISHER> allies. At 6th level, <PRO_HESHE> can Incite Rage in <PRO_HISHER> allies. Finally, at 12th level, <PRO_HESHE> can sing Song of the Fallen. These songs become more powerful as <PRO_HESH> gains levels as described below.
    The Skald's songs last for as long as <PRO_HESHE> continues to perform, plus 1 round thereafter. Each time <PRO_HESHE> lands a blow in melee combat, the effects of <PRO_HISHER> performance extend for one additional round (this ability can only extend a performance by 1 round in a given round. That is, if <PRO_HESHE> hits an opponent more than one time in melee combat in a given round, <PRO_HESHE> can only extend the duration of <PRO_HISHER> performance by a single round.
  • At 7th level, <PRO_HESHE> gains +1/2 attack per round.
  • At 14th level, <PRO_HESHE> this bonus increases to +1 attack per round.

Disadvantages:

  • The Skald casts -2 spells per spell level. That is, <PRO_HESHE> begins casting spells at 3rd level.
  • The Skald cannot perform Rally, Countersong or Fascinate.
  • The Skald cannot make use of magical items as the true bard.

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

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