[v1.3] Bardic Wonders, a kit and item pack for bards
TheArtisan
Member Posts: 3,277
Link to mod page at my site: https://artisans-corner.com/bardic-wonders/
This mod adds new bard kits with specialized bard songs to the game, as well as a new merchant to Baldur's Gate II who carries new bardic items.
All items can be bought at Trademeet from a new merchant, Leanne the bard. She can be found in Trademeet, within the blue tent outside of the city. Location here.
Additionally, the PC can purchase one of two legendary weapons only usable by bards for a very high price. In order for her to offer these weapons, the PC must have an 'extreme' reputation (i.e. 20 or 1 reputation). If the PC is a bard, Leanne will offer the weapons at a significant discount, albeit the end cost is still pricey.
The Item Pack adds the following items to the game:
- Unseen +4 (short sword)
- Armor of the Grey Fox +3 (leather armor)
- Resonating Shield +1 (buckler)
- Harp of Tranquility (casts Eldath's Mist 1x/day)
- Haven Lute (casts Otiluke's Resilient Sphere 3x/day)
- Dancing Heels (boots)
- Silence (amulet)
- Cacophonic Voice +4 (halberd)
- Whispering Links +2 (chain mail)
- Cloak of the Wild Singer (cloak)
Leanne's two legendary weapons:
- Dirge +5 (long sword)
- Lament +5 (shortbow)
NEW - Jester's Chain for Jesters: The Jester's Chain is massively disappointing for two major reasons. One, its intended users, jesters, can't wear it very well due to it disabling casting. Two, it's pretty garbage, especially for the number of tokens you need to give up to acquire it. This is a major error that must be fixed. The improved jester's chain no longer disables spellcasting and provides a jester with an armor class bonus vs. missile weapons. However, the armor may be unpredictable - the wearer has a small chance to cause a wild surge with any spell they cast while wearing the armor. Fortunately, jesters gain a slight edge by having the protection of a Chaos Shield.
Also, the armor is now significantly more colorful. No self-respecting jester would settle for less.
My apologies if the names come off as bland or generic. I am the award-winning giver of lame names
Want to be spoiled on the item descriptions? If you just want to see a few, don't worry, they're all individually spoiler-ed:
This mod adds new bard kits with specialized bard songs to the game, as well as a new merchant to Baldur's Gate II who carries new bardic items.
BARD KITS
These components can be installed in either BG:EE or BG2:EE.ABETTOR OF MASK
ABETTOR OF MASK: Contrary to popular belief, the trickster god Mask's favor extends past those who walk the path of stealthy arts and trickery. The Abettor is a faithful Maskarran, a deceptive agent of the Lord of Shadows whose gall is tested through tasks that typical bards would balk at due to their dark natures.
ADVANTAGES:
– Receives a +5% bonus to Pick Pockets per level.
– Gains a backstab multiplier of x2.
– The Abettor's song, "One's Loss, Another's Gain", provides thieving and stealth bonuses to the party. The song grants +15% to all thieving skills, increasing by 5% per rank and grants the following effects:
3rd level: Party members passively detect traps
6th level: Party members gain Blur (+3 to AC, +1 to all saving throws)
9th level: The singer has a 50% chance to gain Improved Invisibility for one round
12th level: Party members gain Non-Detection
15th level: The singer has a 100% chance to gain Improved Invisibility for one round
– From 10th level onwards, the Abettor passively has a 1% chance upon taking damage to turn invisible for one turn.
– From 12th level onwards, gains one use of Shadowstep.
SHADOWSTEP: The character steps into the Shadow Plane and may move for 7 seconds while others are frozen in time. The caster cannot attack or cast spells while in the Shadow Plane.
– May learn the Assassination high level ability upon reaching 24th level.
DISADVANTAGES:
– Must be of True Neutral, Chaotic Neutral, Neutral Evil or Chaotic Evil alignment.
– Only has one-half normal Lore value.
– May not learn the Magic Flute high level ability.
– May only be proficient in weapons usable by thieves.
ADVANTAGES:
– Receives a +5% bonus to Pick Pockets per level.
– Gains a backstab multiplier of x2.
– The Abettor's song, "One's Loss, Another's Gain", provides thieving and stealth bonuses to the party. The song grants +15% to all thieving skills, increasing by 5% per rank and grants the following effects:
3rd level: Party members passively detect traps
6th level: Party members gain Blur (+3 to AC, +1 to all saving throws)
9th level: The singer has a 50% chance to gain Improved Invisibility for one round
12th level: Party members gain Non-Detection
15th level: The singer has a 100% chance to gain Improved Invisibility for one round
– From 10th level onwards, the Abettor passively has a 1% chance upon taking damage to turn invisible for one turn.
– From 12th level onwards, gains one use of Shadowstep.
SHADOWSTEP: The character steps into the Shadow Plane and may move for 7 seconds while others are frozen in time. The caster cannot attack or cast spells while in the Shadow Plane.
– May learn the Assassination high level ability upon reaching 24th level.
DISADVANTAGES:
– Must be of True Neutral, Chaotic Neutral, Neutral Evil or Chaotic Evil alignment.
– Only has one-half normal Lore value.
– May not learn the Magic Flute high level ability.
– May only be proficient in weapons usable by thieves.
DANCER
DANCER: The dancer is an entertainer, an acrobat and a surprisingly dangerous combatant when drawn to battle, emphasizing speed and agility to confuse and unnerve his opponents while inspiring allies to fight with increased confidence.
ADVANTAGES:
– May place 3 slots in Two-Weapon Style.
– +2 bonus to Armor Class at 1st level. Gains an additional +1 bonus to Armor Class every 10 levels.
– +1 bonus to Armor Class vs. missile weapons at 1st level. Gains an additional +1 bonus to Armor Class every 5 levels.
– +2 to movement rate.
– The Dancer's Bard Song, "Dance of the Floating Lily", immobilizes the dancer while inspiring allies, providing immunity to fear and morale failure and grants the following bonuses:
1st level: +2 to hit and damage, +1/2 attack per round, dancer gains +2 to Armor Class
6th level: +3 to hit and damage, +1/2 attack per round, dancer gains +4 to Armor Class
11th level: +4 to hit and damage, +1/2 attack per round, dancer gains +6 to Armor Class
16th level: +5 to hit and damage, +1 attack per round, dancer gains +8 to Armor Class
21st level: +6 to hit and damage, +1 attack per round, dancer gains +10 to Armor Class
– From 4th level onwards, may use the Adrenaline Rush ability once per day.
ADRENALINE RUSH: The dancer temporarily gains a huge boost in power for three rounds, gaining +1 to hit and damage for every four levels. Attacks per round are also doubled. However, their Armor Class is reduced by four points and they are unable to use their Bard Song, and after the duration ends, they become winded, suffering a huge penalty to fatigue and inability to use their Bard Song for one turn. From 18th level onwards, the dancer is no longer fatigued after the effect expires.
DISADVANTAGES:
– May not wear any armor.
– May memorize one less spell per level.
– Only has one-half normal Lore value.
ADVANTAGES:
– May place 3 slots in Two-Weapon Style.
– +2 bonus to Armor Class at 1st level. Gains an additional +1 bonus to Armor Class every 10 levels.
– +1 bonus to Armor Class vs. missile weapons at 1st level. Gains an additional +1 bonus to Armor Class every 5 levels.
– +2 to movement rate.
– The Dancer's Bard Song, "Dance of the Floating Lily", immobilizes the dancer while inspiring allies, providing immunity to fear and morale failure and grants the following bonuses:
1st level: +2 to hit and damage, +1/2 attack per round, dancer gains +2 to Armor Class
6th level: +3 to hit and damage, +1/2 attack per round, dancer gains +4 to Armor Class
11th level: +4 to hit and damage, +1/2 attack per round, dancer gains +6 to Armor Class
16th level: +5 to hit and damage, +1 attack per round, dancer gains +8 to Armor Class
21st level: +6 to hit and damage, +1 attack per round, dancer gains +10 to Armor Class
– From 4th level onwards, may use the Adrenaline Rush ability once per day.
ADRENALINE RUSH: The dancer temporarily gains a huge boost in power for three rounds, gaining +1 to hit and damage for every four levels. Attacks per round are also doubled. However, their Armor Class is reduced by four points and they are unable to use their Bard Song, and after the duration ends, they become winded, suffering a huge penalty to fatigue and inability to use their Bard Song for one turn. From 18th level onwards, the dancer is no longer fatigued after the effect expires.
DISADVANTAGES:
– May not wear any armor.
– May memorize one less spell per level.
– Only has one-half normal Lore value.
STORM DRUMMER
STORM DRUMMER: Storm Drummers are particularly powerful bards whose music has the power to summon lightning storms. Their drums and booming voices, loud as thunder, can unnerve both enemies and allies alike. However, their unique abilities have led them to shun metal weapons and armor in order to optimize their abilities.
ADVANTAGES:
– +20% bonus to electrical damage dealt from all sources.
– +10% resistance to electrical damage. Gains an additional 5% every three levels.
– The Storm Drummer's Bard Song, "Thunder and Lightning", does not affect allies. Instead, it has a chance of causing bolts of lightning to strike down from the sky dealing electrical damage to all nearby enemies.
1st level: 20% chance of dealing 2d6 electrical damage
4th level: 25% chance of dealing 2d8 electrical damage
7th level: 30% chance of dealing 2d10 electrical damage
10th level: 35% chance of dealing 3d8 electrical damage
13th level: 40% chance of dealing 3d10 electrical damage
16th level: 45% chance of dealing 4d8 electrical damage
19th level: 50% chance of dealing 4d10 electrical damage
Due to the song's magical nature, it can be used indoors.
– From 5th level onwards, may use the Storm Shield ability once per day. Extra uses are gained at 10th and 15th level.
STORM SHIELD: This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles.
– From 10th level onwards, may use the Thunderclap ability once per day.
THUNDERCLAP: The Storm Drummer claps their hands together, causing a deafeningly loud blast of sound. All creatures around the Storm Drummer must save vs. spells at -4 or be stunned for one turn. Even if the save is made successfully, all targets are deafened, suffering a 50% chance to miscast any spells. Only the caster is immune to the spell's effects.
DISADVANTAGES:
– May not use any metal weapons.
- May not wear armor heavier than studded leather.
– Only has one-half normal Lore value.
– Only has one-half normal Pick Pockets percentage.
ADVANTAGES:
– +20% bonus to electrical damage dealt from all sources.
– +10% resistance to electrical damage. Gains an additional 5% every three levels.
– The Storm Drummer's Bard Song, "Thunder and Lightning", does not affect allies. Instead, it has a chance of causing bolts of lightning to strike down from the sky dealing electrical damage to all nearby enemies.
1st level: 20% chance of dealing 2d6 electrical damage
4th level: 25% chance of dealing 2d8 electrical damage
7th level: 30% chance of dealing 2d10 electrical damage
10th level: 35% chance of dealing 3d8 electrical damage
13th level: 40% chance of dealing 3d10 electrical damage
16th level: 45% chance of dealing 4d8 electrical damage
19th level: 50% chance of dealing 4d10 electrical damage
Due to the song's magical nature, it can be used indoors.
– From 5th level onwards, may use the Storm Shield ability once per day. Extra uses are gained at 10th and 15th level.
STORM SHIELD: This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles.
– From 10th level onwards, may use the Thunderclap ability once per day.
THUNDERCLAP: The Storm Drummer claps their hands together, causing a deafeningly loud blast of sound. All creatures around the Storm Drummer must save vs. spells at -4 or be stunned for one turn. Even if the save is made successfully, all targets are deafened, suffering a 50% chance to miscast any spells. Only the caster is immune to the spell's effects.
DISADVANTAGES:
– May not use any metal weapons.
- May not wear armor heavier than studded leather.
– Only has one-half normal Lore value.
– Only has one-half normal Pick Pockets percentage.
TROUBADOUR
TROUBADOUR: Troubadours are musicians that specialize in lyric poetry. Their songs are often of chivalry and courtly love. In adventuring, troubadour bards are valuable due to their proficiency in healing spells, including songs of rejuvenation that protect their comrades. Women that choose the profession of the troubadour are usually known as trobairitz.
Advantages:
– May cast spells while wearing armor.
– The troubadour's Bard Song, "Song of Healing", gradually heals their allies and provides them with resistance to any attempts to impair their movement, magical or otherwise.
1st level: allies regenerate 1 hit point per round and are immune to slows.
9th level: allies regenerate 2 hit points per round and are immune to all movement-impairing effects.
18th level: allies regenerate 3 hit points per round and are immune to all mind-affecting and movement-impairing effects.
– Gains the following priest spells in their spellbook:
1st level: Cure Light Wounds
2nd level: Aid
3rd level: Cure Medium Wounds
4th level: Cure Serious Wounds
5th level: Mass Cure
6th level: Heal
– 10th level: May use the Voice of Peace ability once per day.
VOICE OF PEACE: Chanting a soft melody, the troubadour soothes their allies' spirits and renews their confidence, healing them for 1d6 (+1 per level) hit points. All allies affected also gain 10% physical resistance and immunity to berserk effects for 1 turn. However, allied barbarians and berserkers will find themselves unable to call upon their rage while the aura of calm is in effect.
– 14th level: May use the Sacred Breath ability once per day.
SACRED BREATH: This ability functions the same way as the 5th level priest spell Raise Dead, restoring the target to life.
Disadvantages:
– May not wear armor heavier than studded leather.
– May only be proficient in weapons usable by thieves.
– Only has one-half Pick Pockets percentage.
– May only be of Neutral Good, Chaotic Good, True Neutral or Chaotic Neutral alignment.
Advantages:
– May cast spells while wearing armor.
– The troubadour's Bard Song, "Song of Healing", gradually heals their allies and provides them with resistance to any attempts to impair their movement, magical or otherwise.
1st level: allies regenerate 1 hit point per round and are immune to slows.
9th level: allies regenerate 2 hit points per round and are immune to all movement-impairing effects.
18th level: allies regenerate 3 hit points per round and are immune to all mind-affecting and movement-impairing effects.
– Gains the following priest spells in their spellbook:
1st level: Cure Light Wounds
2nd level: Aid
3rd level: Cure Medium Wounds
4th level: Cure Serious Wounds
5th level: Mass Cure
6th level: Heal
– 10th level: May use the Voice of Peace ability once per day.
VOICE OF PEACE: Chanting a soft melody, the troubadour soothes their allies' spirits and renews their confidence, healing them for 1d6 (+1 per level) hit points. All allies affected also gain 10% physical resistance and immunity to berserk effects for 1 turn. However, allied barbarians and berserkers will find themselves unable to call upon their rage while the aura of calm is in effect.
– 14th level: May use the Sacred Breath ability once per day.
SACRED BREATH: This ability functions the same way as the 5th level priest spell Raise Dead, restoring the target to life.
Disadvantages:
– May not wear armor heavier than studded leather.
– May only be proficient in weapons usable by thieves.
– Only has one-half Pick Pockets percentage.
– May only be of Neutral Good, Chaotic Good, True Neutral or Chaotic Neutral alignment.
DEATHSINGER
DEATHSINGER: A morbid class of bards, deathsingers take pleasure in singing tales of the macabre, and their magical songs are capable of raising the dead from their graves.
Advantages:
– Receives a +15% bonus when scribing scrolls from the Necromancy school.
– Receives a +2 bonus when making Saving Throws against spells from the Necromancy school.
– Targets suffer a -2 penalty when making Saving Throws against spells from the Necromancy school.
– The Deathsinger's Bard Song, "Call of the Grave", does not assist allies. Instead, the deathsinger may summon undead creatures under control. While singing, the Deathsinger takes a -4 penalty to Armor Class. Each round while the Deathsinger sings, there is a 35% base chance plus 2% for each level of the Deathsinger that a skeleton will answer the call, up to a maximum of 75% at level 20. Any summoned skeletons will be destroyed if the Deathsinger stops singing. The strength and maximum amount of skeletons summoned increases with level.
1st – 5th level: Summons up to two skeletons with 3 HD.
6th – 11th level: Summons up to three skeletons with up to 5 HD.
12th – 17th level: Summons up to four skeletons with up to 7 HD.
18th level: Summons up to five skeletons with up to 9 HD.
– Gains the following spells as mage spells:
1st level: Doom
2nd level: Death Armor
3rd level: Bestow Curse
4th level: Cloak of Fear
5th level: Slay Living
6th level: Destruction
Disadvantages:
– May not learn or cast any spells of the Illusion school.
– Receives a -15% penalty when scribing scrolls from other schools.
– May not be good-aligned.
– Only has one-quarter Pick Pockets percentage.
Advantages:
– Receives a +15% bonus when scribing scrolls from the Necromancy school.
– Receives a +2 bonus when making Saving Throws against spells from the Necromancy school.
– Targets suffer a -2 penalty when making Saving Throws against spells from the Necromancy school.
– The Deathsinger's Bard Song, "Call of the Grave", does not assist allies. Instead, the deathsinger may summon undead creatures under control. While singing, the Deathsinger takes a -4 penalty to Armor Class. Each round while the Deathsinger sings, there is a 35% base chance plus 2% for each level of the Deathsinger that a skeleton will answer the call, up to a maximum of 75% at level 20. Any summoned skeletons will be destroyed if the Deathsinger stops singing. The strength and maximum amount of skeletons summoned increases with level.
1st – 5th level: Summons up to two skeletons with 3 HD.
6th – 11th level: Summons up to three skeletons with up to 5 HD.
12th – 17th level: Summons up to four skeletons with up to 7 HD.
18th level: Summons up to five skeletons with up to 9 HD.
– Gains the following spells as mage spells:
1st level: Doom
2nd level: Death Armor
3rd level: Bestow Curse
4th level: Cloak of Fear
5th level: Slay Living
6th level: Destruction
Disadvantages:
– May not learn or cast any spells of the Illusion school.
– Receives a -15% penalty when scribing scrolls from other schools.
– May not be good-aligned.
– Only has one-quarter Pick Pockets percentage.
Enhanced Song HLAs
ABETTOR OF MASK: Symphony of the Dark Children
This song is a powerful aid to both the Abettor and to his allies. In addition to all existing effects, the song now provides +50% to all thieving skills, +6 to Luck, +4 to Armor Class (+8 vs. missile weapons) with an additional +2 vs. good-aligned creatures, +4 to all saving throws, immunity to backstab and a 20% chance for all party members to turn invisible for two rounds. The Abettor also has a 5% chance to stop time for one round, but he is unable to take any action for the duration.
DANCER: Swift-As-Flowing-Water
This oriental dance is a powerful aid to both the Dancer and to his allies. The song gives the Dancer a +20 bonus to Armor Class as well as the ability to move at a reduced pace. The song also gives his allies +8 to hit and damage as well as one extra attack per round and increased movement rate. There is also a 5% chance that the entire party will become affected with Adrenaline Rush.
STORM DRUMMER: Drums of Raijin
This is a powerful aid to the Storm Drummer. This song gives the Storm Drummer a 75% chance to call down bolts of lightning dealing 6d10 electrical damage to all nearby enemies. Additionally, the Storm Drummer is immune to electrical damage and is surrounded by a magical shroud which provides +10 to Armor Class, immunity to normal weapons and deals 2d8+5 damage to anyone who attacks the Storm Drummer in melee range.
TROUBADOUR: Holy Hymn of Eldath
This song is a powerful aid to both the Troubadour and to his allies. The Holy Hymn of Eldath causes all recipients to regenerate for five hit points per round and become immune to all movement-impairing and mind-affecting effects, poison, disease, level drain and instant death effects. The party also gains a +4 bonus to Armor Class and Saving Throws, with a +2 extra vs. evil creatures. There is also a 5% chance all recipients will be healed for 40% of their total hit points.
DEATHSINGER: Legion of the Dead
This macabre hymn allows the deathsinger to rouse the bones of the dead to fight on behalf. The deathsinger's song now always summons a 9 HD skeleton each round up to the maximum cap, and there is a 25% chance that a 15 HD skeleton will be summoned instead. Additionally, the deathsinger now gains a +10 bonus to Armor Class, a +6 bonus to all Saving Throws, +20% Magic Resistance and +50% Magic Damage Resistance while singing.
This song is a powerful aid to both the Abettor and to his allies. In addition to all existing effects, the song now provides +50% to all thieving skills, +6 to Luck, +4 to Armor Class (+8 vs. missile weapons) with an additional +2 vs. good-aligned creatures, +4 to all saving throws, immunity to backstab and a 20% chance for all party members to turn invisible for two rounds. The Abettor also has a 5% chance to stop time for one round, but he is unable to take any action for the duration.
DANCER: Swift-As-Flowing-Water
This oriental dance is a powerful aid to both the Dancer and to his allies. The song gives the Dancer a +20 bonus to Armor Class as well as the ability to move at a reduced pace. The song also gives his allies +8 to hit and damage as well as one extra attack per round and increased movement rate. There is also a 5% chance that the entire party will become affected with Adrenaline Rush.
STORM DRUMMER: Drums of Raijin
This is a powerful aid to the Storm Drummer. This song gives the Storm Drummer a 75% chance to call down bolts of lightning dealing 6d10 electrical damage to all nearby enemies. Additionally, the Storm Drummer is immune to electrical damage and is surrounded by a magical shroud which provides +10 to Armor Class, immunity to normal weapons and deals 2d8+5 damage to anyone who attacks the Storm Drummer in melee range.
TROUBADOUR: Holy Hymn of Eldath
This song is a powerful aid to both the Troubadour and to his allies. The Holy Hymn of Eldath causes all recipients to regenerate for five hit points per round and become immune to all movement-impairing and mind-affecting effects, poison, disease, level drain and instant death effects. The party also gains a +4 bonus to Armor Class and Saving Throws, with a +2 extra vs. evil creatures. There is also a 5% chance all recipients will be healed for 40% of their total hit points.
DEATHSINGER: Legion of the Dead
This macabre hymn allows the deathsinger to rouse the bones of the dead to fight on behalf. The deathsinger's song now always summons a 9 HD skeleton each round up to the maximum cap, and there is a 25% chance that a 15 HD skeleton will be summoned instead. Additionally, the deathsinger now gains a +10 bonus to Armor Class, a +6 bonus to all Saving Throws, +20% Magic Resistance and +50% Magic Damage Resistance while singing.
Component 2 - Item Pack
This component can only be installed in BG2:EE. It adds a dozen new items, mostly intended for bards although a couple can also be used by other classes.All items can be bought at Trademeet from a new merchant, Leanne the bard. She can be found in Trademeet, within the blue tent outside of the city. Location here.
Additionally, the PC can purchase one of two legendary weapons only usable by bards for a very high price. In order for her to offer these weapons, the PC must have an 'extreme' reputation (i.e. 20 or 1 reputation). If the PC is a bard, Leanne will offer the weapons at a significant discount, albeit the end cost is still pricey.
The Item Pack adds the following items to the game:
- Unseen +4 (short sword)
- Armor of the Grey Fox +3 (leather armor)
- Resonating Shield +1 (buckler)
- Harp of Tranquility (casts Eldath's Mist 1x/day)
- Haven Lute (casts Otiluke's Resilient Sphere 3x/day)
- Dancing Heels (boots)
- Silence (amulet)
- Cacophonic Voice +4 (halberd)
- Whispering Links +2 (chain mail)
- Cloak of the Wild Singer (cloak)
Leanne's two legendary weapons:
- Dirge +5 (long sword)
- Lament +5 (shortbow)
NEW - Jester's Chain for Jesters: The Jester's Chain is massively disappointing for two major reasons. One, its intended users, jesters, can't wear it very well due to it disabling casting. Two, it's pretty garbage, especially for the number of tokens you need to give up to acquire it. This is a major error that must be fixed. The improved jester's chain no longer disables spellcasting and provides a jester with an armor class bonus vs. missile weapons. However, the armor may be unpredictable - the wearer has a small chance to cause a wild surge with any spell they cast while wearing the armor. Fortunately, jesters gain a slight edge by having the protection of a Chaos Shield.
Also, the armor is now significantly more colorful. No self-respecting jester would settle for less.
My apologies if the names come off as bland or generic. I am the award-winning giver of lame names
Want to be spoiled on the item descriptions? If you just want to see a few, don't worry, they're all individually spoiler-ed:
Unseen +4
Armor of the Grey Fox +3
Resonating Shield +1
Harp of Tranquility
Haven Lute
Dancing Heels
Silence
Cacophonic Voice +4
Whispering Links +2
Cloak of the Wild Singer
Dirge +5
Lament +5
Post edited by TheArtisan on
22
Comments
v0.2
- Jester's Chain for Jesters - improved Jester's Chain component addedThe Jester's Chain is massively disappointing for two major reasons. One, its intended users, jesters, can't wear it very well due to it disabling casting. Two, it's pretty garbage, especially for the number of tokens you need to give up to acquire it. This is a major error that must be fixed. The improved jester's chain no longer disables spellcasting and provides a jester with an armor class bonus vs. missile weapons. However, the armor may be unpredictable - the wearer has a small chance to cause a wild surge with any spell they cast while wearing the armor. Fortunately, jesters gain a slight edge by having the protection of a Chaos Shield.
Also, the armor is now significantly more colorful. No self-respecting jester would settle for less.
Awesome work.
You've just given me a great idea... give me twenty minutes.
I'll give you fifty. Know it will worth it
v0.3
- Garrick the Troubadour - gives Garrick the troubadour kitAs suggested by @Raduziel, this component gives Garrick the Troubadour kit, turning him from a somewhat below average bard to a consistently useful healer.
For reasons that should be obvious, I would not recommend installing this with any other mod that changes Garrick's class or kit. Hopefully, the script that does the work in the background will only trigger if Garrick is a regular, unkitted bard, but... bad things have been known to happen.
Restartitis, here we go again.
You may be able to use Garrick with an existing game! He should have the kit added to him via script as soon as he's in the party.
Oh I didn't think you'd be that far in... LOL. As a word of advice I'd highly recommend finishing your current game first...
Everytime I play BGEE I turn Eldoth into a Gypsy and Xan into a Dirgesinger (both bard's kits from Songs and Silence). But I never had anything to do with poor Garrick.
Now you solved this issue.
Sorry but i can't not ask this question since i know you have some connections with @LavaDelVortel
Mysteries of the Sword Coast have very interesing component -Bard's songs it is possible for you to add that to your mod?
Thanks for answering:) yes i checked the CoB forum some time ago, but you still talking about BG1 and i was hoping for this component in BG2. Yes i know that you are co-author but there always posibillity that this component is yours and that you permit to implement Bard's songs to @Artemius_I mod if he is willing and have time.
I had to do a bit of research to answer you since I'm not familiar with Mysteries of the Sword Coast...
Not saying too much for the moment but learning new songs throughout the game is a component I'm planning on adding in the future.
DEATHSINGER: A morbid class of bards, deathsingers take pleasure in singing tales of the macabre, and their magical songs are capable of raising the dead from their graves. Advantages: - Bard Song does not assist allies. Instead, the deathsinger may summon a skeleton under <PRO_HISHER> control. The strength and maximum amount of skeletons summoned increases with level. 1st - 5th level: Summons up to two skeletons with 3 HD. 6th - 11th level: Summons up to three skeletons with up to 5 HD. 12th - 17th level: Summons up to four skeletons with up to 7 HD. 18th level: Summons up to five skeletons with up to 9 HD. - Gains the following spells as mage spells: 1st level: Doom 2nd level: Death Armor 3rd level: Bestow Curse 4th level: Negative Energy Burst 5th level: Rebuke Undead 6th level: Destruction Disadvantages: - May not be good-aligned. - Only has one-quarter Pick Pockets percentage.
It will be great with my Evil IWD party!
Deathsinger, Pale Master, Lost Druid, Black Guard, Fighter/Priest of Cyric and Fighter/Assassin.
Too bad there is no room for a Long Death Monk.
I'm kind of hyped right now hahaha.
I really need to reword that.
The shaman dance just functions like a bard song anyways as far as I can tell.
http://motsc-bg.weebly.com/about.html
My inventory shows 3 weapon slots, but my quick slots only have two.
Bugs. As I think I've mentioned HLAs are also missing because I made several oversights. I haven't updated in a long while and really need to.