I just want to thank you again for the mod. It's really wonderful. I've actually been using it on Mazzy (she's my front line fighter) for the fighter feats and she kicks butt. (Go Mazzy!)
I just had a question about archers once more though. I was playing BG1 as an Elven Archer, and I hit Cloakwood and thought how silly it is to have an archer who can scout ahead but cannot detect any traps in a forest full of them.
So, seeing as you can't multiclass an archer kit in any way that I know of, is there a way to somehow put detect traps for an archer? This has probably been asked many times, and I'm actually not asking for an archer who can open locks or backstab etc...just finding traps. You would think somebody who deals with traps in the forest (for game, for trespassers etc...) would have a good working knowledge of that, right?
Honestly, the bard kits you and (was it grammarsalad?) have put into Might and Guile are some of my favorite classes/kits for the IE. The sorceror style casting makes them feel even tastier. Even if multiclassing ends up being non-tenable, you can still do a lot of fun things with kits.
Well, a good chunk of my personal must haves are in there. So I don't see any issue with it. Would certain kits get some tweaks to the spell lists? Meistersingers get some druid magic and summons, Skalds get some combat spells etc. Illusion, enchantment, and sound based spells are definitely very bard-y spells.
@subtledoctor I'll have to take a look at the Faith & Powers system. I haven't checked it out yet. Thanks. But yeah, I don't think it should be a spell...it should just be like woodcraft type of knowledge.
If you want to avoid stepping on song & silence's toes, instead of a dirge singer kit, how about a spirit/undead summoning/praising bard kit, sort of like a necromantic version of the Pillars of Eternity Chanter class?
... are there any mod NPC bards I should pay attention to?
There's Rose a true-class bard and Morwen a skald, both found in Beregost. IMO they shouldn't both be found in Beregost: one in Beregost and one in Nashkel or the FAI would have been better.
Interesting. Maybe non-evil... communing with the dead can induce them to rise up and help out temporarily (less evil Summon Skellies) and give it access to the special Shaman spells?
I think that would make a really interesting kit, and a very different take on necromancy than how we usually see it in the forgotten realms.
Comments
I just want to thank you again for the mod. It's really wonderful. I've actually been using it on Mazzy (she's my front line fighter) for the fighter feats and she kicks butt. (Go Mazzy!)
I just had a question about archers once more though. I was playing BG1 as an Elven Archer, and I hit Cloakwood and thought how silly it is to have an archer who can scout ahead but cannot detect any traps in a forest full of them.
So, seeing as you can't multiclass an archer kit in any way that I know of, is there a way to somehow put detect traps for an archer? This has probably been asked many times, and I'm actually not asking for an archer who can open locks or backstab etc...just finding traps. You would think somebody who deals with traps in the forest (for game, for trespassers etc...) would have a good working knowledge of that, right?
Just an idea.
(Maybe multiclassable bards and paladins while we are at it?)
It was great seeing the happiness in the beginning of the post and then the slow realization of what this all entails.
I might tone it down a bit more and give bards 2 thief skills instead of 3.
Just an idea
Dark Horizons I believe.