Skald's Song
leddyhs
Member Posts: 54
Is there a mod or a tweak of any kind that improves the area of effect on this song? It's unplayable the way it works atm.
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The skald has by far the most powerful buff you can give your party, it breaks the difficulty of BG1. Is it really too much to position him right so everyone can share his godliness?
Disable the blades ability to sing at all (they aren't supposed to have a song period). And in place of Epic Song, give them WWA, like was done for the swashy.
Change bard song to grant +1 hit, +1 saves, +4 save vs fear effects and immunity to morale break (10ft per level radius, to a maximum of 100).
Epic Bard Song, grants +2 hit, +2 damage, +4 saves, immunity to fear and morale break, 100ft range.
Jester song, change it to force characters who fail the save to attack the jester to the exclusion of all else, for 3 rounds (further failed saves reset the duration) (gains a -1 save penalty every 10 levels). (16+ int characters are immune to the effect, as are mindless creatures, and "boss" enemies).
Epic jester song, as the lower level one, but boosts the jester's speed as if hasted, +4 ac and immunity to normal missiles while singing and adds an additional -2 save penalty.
Skald song is basically fine as is, but increase the range to 10ft per level, maximum of 100ft, as above.
Epic Skald song, the same as current epic bard song.
Of course I'd like to see 100% PnP accurate bards implemented...which is very do-able, I might add, but I don't see it happening.
Would involve changing OS into a simple next hit fear effect and giving blades the ability to make called shots with thrown weapons, and giving DS the ability to force attackers to save or take damage equal to 1/2 the blades level whenever they try to strike the blade in melee, in addition to it's other effects. And add weapon display ability (+1 luck to all allies, -1 luck to all enemies as long as it's maintained, 30ft range). and *** two-weapon at creation. (also removing their ability sing, use wands or cast directly from scrolls (and they suffer a -10% chance when learning spells), and their lore and pickpocket bonus).
Overhaul the jester, limit them to leather only, and their weapons to slings, darts, daggers, clubs, quarterstaves. Give them their permanent +1 luck bonus, +1 ac, +5 PP, immunity to confusion and feeblemind, and anyone attempting to use a charm or domination effect on them must save or be confused as per the spell, regardless of whether the charm/dom works or not. Change their song as mentioned above. Remove their ability to use wands and to cast directly from scrolls, and their lore bonus.
Bards are pretty much good as is except.....their bard song is a 3 round cast that lasts 1 round per level after they stop singing, with a 10ft per level radius (max of 100). Grants +1 hit, +1 saves, and immunity to morale break. They have a toggle-able Counter Song that attempts to dispel charm, command, fear, or confusion effects each round it's maintained, but causes 1 point of temp Con damage per activation (maintaining it has no cost, but the bard/skald moves at half speed until they stop singing it).
Skald, can use any equipment a fighter can, including armors up to platemail (but not full plate). They get +1 hit/damage with all melee weapons. Their song takes 3 rounds to cast with 3 rounds +1 per level to begin engaging in combat before it expires, grants +1 hit, +1 damage, +1 saves/4 levels, immunity to morale break, +1 AC, and +1hp per level, and has an unlimited duration as long they are engaging in melee combat but is disrupted if damaged. And they get the same counter song bards do. Their spell progression is always 1 level behind other bards, their caster level is 2 levels lower, they suffer a -20% chance of learning spells from scrolls, cannot use wands, only get half the lore bonus a bard does, and no thief pickpocket at all.
Bard/Jester Use Any Item allows using any items as if they were a mage.
Skald/Blade UAI allows them to use any weapons or armor available to warrior classes.