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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

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.

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 chainmail 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 eariler, 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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Revision of core classes and base kits for Baldur's Gate games. Also, more kits!

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