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Skills & Proficiencies: Components Overview #53

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Grammarsalad opened this issue Apr 28, 2021 · 7 comments
Open

Skills & Proficiencies: Components Overview #53

Grammarsalad opened this issue Apr 28, 2021 · 7 comments

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@Grammarsalad
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Skills & Proficiencies

This mod aims to increase player options by adding or modifying skills, non-weapon proficiencies, or skill like 'pseudo-skills'. Additionally, this mod introduces modifications to other skill-like abilities, and allows more or less 'talented' characters by giving bonuses or penalties to different abilities based on their attributes or other talents.

Special Note: EEex

This mod does not require EEex , but many of the components will either work best with EEex installed, or will unfortunately be dependent on EEex (because there is no other reasonable way to implement the component). As such, I encourage you to click on the link and install EEex if you are able.

Components Overview

Skills & Proficiencies: 101-106: Main Component

This group of components deal with the main theme of this mod: non-weapon proficiencies. However, proficiencies can (and have been) implemented in different ways in this engine, and so the user needs to decide which version works best for them.

The general description of each component can be found below. For a more in depth description of each, see the following sections.

Known Issues (Main Component):

Skills & Proficiencies: 201 - ???: Expanded Abilities and Attributes

This group of components modify special abilities, especially 'skill-like', special abilities or make attributes (especially non physical attributes) more meaningful by granting modifiers to abilities and skills based on the characters attribute scores. For components that convert certain abilities to skills, see the following section (Expanded Skills).

Note

These components are virtually identical to those in B_Kits and thus will not install if they are already installed by that mod (and vice versa).

Known Issues (Expanded Abilities and Attributes):

  • 201: Attributes: Illusion immunity for high int: This component changes Shadow Creatures to Illusory creatures allowing players to bypass the normal limits on summoned monsters (i.e. they will be able to summon the maximum plus any creatures summoned by these summon spells.)

Skills & Proficiencies: 2001 - ???: Expanded Skills

Heavily inspired by OlvynChuru's epic thieving mod, and largely impossible without OlvynChuru's contributions to EEex, these components seek to expand rogue skills in some way, whether by allowing choice where there wasn't choice before, by expanding what a player can do with their skills (or both), or even restricting a skill or skill-like ability in some way.

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.

Note

These components are virtually identical to those in Skills & Proficiencies and thus will not install if they are already installed by that mod (and vice versa).

Note: Skill Point Distribution

Many of these components give skills to classes that either already have at least one skill, or that do not normally have any skills at all. In any case where a given kit or class has exactly one skill, they will gain points to that skill at a set rate by level. However, wherever a given kit or class gains two or more skills, or where they gain at least one skill where they already have at least one skill, they can distribute skills as a thief. This rate is set by class or kit, and does not change by the number of skills that they have, so the character may have to specialize. The rate at which kits or classes gain skill points is determined by the table below. Note that any mod kits will have the same skill point distribution as the base class if they are not specifically mentioned (let me know if there are any kit mods that need special attention).

Also, magic item creation skills do not count toward this limit.

Thieves actually gain a few more skill points if they gain access to any of the new offered skills. If they gain even a single skill described in this section, they will gain skill points at the increased rate below:

Kit/Class Single Skill Skill Points at 1st Level Skill Points gained per Level
Ranger (all) See Stealth 30 15
Base Fighter 5/Level 20 10
Barbarian 8/Level 30 15
Berserker 5/Level 20 10
Kensai 5/Level 20 10
Wizard Slayer 8/Level 30 10
Defender 5/Level 20 10
Base Thief NA 50 30
Shadowdancer NA 35 20
Assassin NA 50 20
Bounty Hunter NA 50 25
Swashbuckler NA 50 30
Base Bard See P. Pocket 30 20
Multiclass Thief NA 50 30
Skald See P. Pocket 20 10
Jester See P. Pocket 30 20
Blade See P. Pocket 20 10
Monk (all) NA 10 15
Druid (all) 4/level 15 10
Mages (all) 1/level 0 5
Cleric (all) 1/level 0 5

Single Skill: Skill advancement if (and only if) the class has a single skill.
Skill Points at 1st Level: Skill % at first level iff they can distribute points.
Skill Points gained per Level: Skill % gained each level after first iff they can distribute points.

Note

These components are virtually identical to those in B_Kits and thus will not install if they are already installed by that mod (and vice versa).

Known Issues (Expanded Skills):

  • EEex expanded skills in BGEE: These components may not work properly in non-SOD BGEE. This is an EEex issue, and cannot be fixed on my end (er, I don't know how to fix it).

  • 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 overpowered. Use at your discretion.

Skills & Proficiencies: 4001 - ???: Magic Item Creation

This group of components deal with magic item creation and recharging. These components allow players to create scrolls, potions and wands, and they allow players to recharge wands. There are a number of different creation subsystems for each, and users can install different subsystems for different items. These components can also interact with the proficiency system (see below for details).

This component adds new magic items, and item creation.
The general description of each component can be found below. For a more in depth description of each, see the following sections.

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.

Known Issues (Magic Item Creation):

Skills & Proficiencies: ??? - ???: High Level Abilities

This group of components deal with high level abilities, either adding new HLAs, modifying existing HLAs, or both.

Note

These components are virtually identical to those in B_Kits and thus will not install if they are already installed by that mod (and vice versa).

Known Issues (High Level Abilities):

Skills & Proficiencies: 6001 - ???: Limitations

This group of components actually reduce player ability in some way. They are intended to be installed with the above enhancement components, in order to preserve some kind of balance. However, they can be installed without the bonuses, or not at all as you prefer.

Note

These components are virtually identical to those in B_Kits and thus will not install if they are already installed by that mod (and vice versa).

Known Issues (Limitations):

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Component Descriptions

Skills & Proficiencies: 101-106: Main Component

101: Weapon proficiency menu and all skills

Non-weapon proficiencies are selected alongside weapon proficiencies for all classes in the same menu, and skills are assigned by class/kit (or expand existing skills). Most secondary components are not available with this component (as most of them are already included). Player can check their proficiencies via dialog or (if EEex is installed) on character sheet. You can change the included ini to change details for individual classes and kits.

102: Weapon proficiency menu

Non-weapon proficiencies are selected alongside weapon proficiencies for all classes in the same menu. This version does not include new skills, but skills can be added (see the secondary components below). Player can check their proficiencies via dialog or (if EEex is installed) on character sheet. You can change the included ini to change details for individual classes and kits.

103: Automatic Assignment (EEex recommended)

Each class and kit will get an automatic set of proficiencies assigned to them by level. What gets assigned to each is determined by ini which can be altered by the user. Player can check their proficiencies via dialog or (if EEex is installed) on character sheet. Structurally, this component is otherwise identical to component 101. As such, this version does not include new skills, but skills can be added (see the secondary components below). Player can check their proficiencies via dialog or (if EEex is installed) on character sheet. You can change the included ini to change details for individual classes and kits.

104: Dialog Player Selection (EEex recommended)

The player assigns proficiencies to their character in much the same way as pnp via dialog. That is, some proficiencies are more 'expensive' especially if not in original set of class proficiencies--e.g. a fighter selecting rogue proficiencies must assign more proficiency 'slots' to such proficiencies . Player can check their proficiencies via dialog or (if EEex is installed) on character sheet. Intelligence affects the number of assigned proficiencies at first level, so the secondary component, "Additional proficiencies for high Intelligence" is not available. This version does not include new skills, but skills can be added (see the secondary components below). You can change the included ini to change details for individual classes and kits.

105: Skills as proficiencies: Automatic Assignment (EEex recommended)

This component installs proficiencies but implemented as rogue skills, with percentages automatically assigned by level by class and kit in many cases. ini determines what gets assigned to who and can be altered as the user sees fit. Skills will typically be paired down versions of proficiencies. Not all versions of expanded skills component are available if this component is installed.

106: Skills as proficiencies: Player Assignment (EEex required)

This component installs proficiencies but implemented as rogue skills, with percentages assigned by level by class and kit (in some cases). ini determines number of points at first and later levels and can be altered as the user sees fit. Skills will typically be paired down versions of proficiencies. Not all versions of expanded skills component are available if this component is installed.

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Skills & Proficiencies: 201 - ???: Expanded Abilities and Attributes

201: Attributes: Illusion immunity for high int

This component tries to duplicate pnp illusion immunity for characters with high intelligence. Because of engine limitations, however, it is not possible to duplicate this effect exactly. The exact effects are outlined in the table below. Effects are cumulative:

Intelligence BG(2)EE IWDEE SR B_Spells OlvynSpells Uncertain
19 Immune to Blindness and Spook Immune to Spook Immune to Spook Immune to Spook (and Blindness), Audible Glamer, and Phantasmal Force Reflected Image
20 Immune to Deafness Immune to Blindness and Deafness(?) ? Immune to Improved Phantasmal Force Invisibility, Mirror Image and Blur
21 ? ? ? Immune to Spectral Force Invisibility 10', Wraithform, Displacement (Olv spls)
22+ ? ? ? ? Backstab Sequencer, Phantasmal Killer

Intelligence: The Intelligence score of the character in question.
Effect: x: The effect in the specified engine or in conjunction with SR and/or B_Spells and/or OlyvnSpells. Note that the effects are cumulative, and so (e.g.) a character with 20 int is immune to Spook.

Known Issues: This component changes Shadow Creatures to Illusory creatures allowing players to bypass the normal limits on summoned monsters (i.e. they will be able to summon the maximum plus any creatures summoned by these summon spells.)

301: Attributes: Magical Defense Adjustment

This component tries to duplicate pnp illusion immunity for characters with high intelligence. Because of engine limitations, however, it is not possible to duplicate this effect exactly. The exact effects are outlined in the table below. Effects are cumulative:

Wisdom Save vs. Spell Spell Immunity
<5 -2 -
6-7 -1 -
8-14 0 -
8-14 0 -
8-14 0 -
15 +1 -
16 +2 -
17 +3 -
18 +4 -
19 +4 Horror, Charm Person, Command, Hypnotism
20 +4 Forget, Hold Person, Ray of Enfeeblement
21 +4 Hold Monster, Domination, Mental Domination
22 +4 Confusion, Emotion (all), Suggestion
23 +4 Chaos, Feeblemind
24 +4 Symbol (all)
Wisdom: The wisdom score of the character in question.
Save vs. Spell: The bonus to save vs. spell
Spell Immunity: Spell immunity

CONTINUE: DO SPELL IMMUNITY BY MOD INSTALLED (AS INT BONI)

401 - ???: Attributes: Spell Power for high attributes

This group of components modifies spells to be harder to resist when cast by casters with particularly high mental attributes. There are ??? subcomponents. The save penalties are as follows:

Attribute Value Save modification
16 or less +0
17 to 19 -1
20 to 22 -2
23+ -3

Attribute Value: The value of the attribute in question.
Save modification: The penalty to save when cast by casters with that attribute value.

401: Charisma: Spell Power for high cha (all classes)

This component modifies spells by making them harder to resist when cast by magic users with a higher charisma stat. This component applies charisma based penalties to saves for all casters, arcane and divine. Note that it will not affect classes or kits that are affected by some other version of spell power (e.g. if Spell power for high int (mages only) is installed, then mages' charisma scores will not affect how powerful their spells are).

402: Charisma: Spell Power for high cha (sorcerers and bards only)

This component modifies spells by making them harder to resist when cast by sorcerers or bards with a higher charisma stat. Note that this component is not available if either bards or sorcerers are affected by some other attribute based spell power component (e.g. if Spell power for high int (mages and bards only) is installed). In that case, see the components below

403: Charisma: Spell Power for high cha (sorcerers and bards only)

This component modifies spells by making them harder to resist when cast by sorcerers or bards with a higher charisma stat. Note that it will not affect classes or kits that are affected by some other version of spell power (e.g. if Spell power for high int (mages and bards only) is installed, then bards' charisma scores will not affect how powerful their spells are).

501 - ???: Variant Turning (requires EEex)

This group of components modifies the turn mechanic to have different effects than turn/destroy/rebuke/control mechanic.

501: Variant Turning: Channel Energy

This component changes turning to channel energy. Good and neutral clerics that worship good or neutral deities channel positive energy and evil clerics, or neutral clerics that worship evil deities channel negative energy. Unlike turning in vanilla, clerics cannot channel energy at will. Once they turn, they will lose the ability to turn for a period of time while they recharge.

Positive energy heals living creatures and damages undead creatures. Negative energy heals undead and damages living enemies. The range of this ability is 20' radius around the cleric. See the following table for recharge times and healing/damage by level:

Cleric Level Paladin Level Recharge Time Healing/Damage
1-3 3-7 8 hours 1d6
4-7 8-13 4 hours 2d6
8-11 14-20 3 hours 3d6
12-15 21+ 2 hours 4d6
16-20 - 1 hours 5d6
20+ - 1/2 hours 6d6

Cleric Level: Denotes cleric progression.
Paladin Level: Denotes paladin progression
Recharge Time: The time it takes to recharge the ability after use.
Healing/Damage: The amount of damage the ability heals or causes.

Special Note: If the Turn Bonus by Charisma component is installed, then the listed charisma bonus applies per each die of damage or healing done when channeling energy.

CONTINUE

551 - ???: Druid Turning (requires EEex)

This group of components gives turn like abilities to druids and rangers.

551: Druid Turning: Turn or Control Beasts

This component gives a turn-like ability to druids and rangers that allow them to turn or control beasts. LOOK UP TURNING MECHANIC AND DESCRIBE IN THOSE TERMS!!!! CONTINUE

1401-1403: Turn bonus by charisma

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

Special Note: If the Variant Turning: Channel Energy component is installed, then the listed charisma bonus applies per each die of damage or healing done when channeling energy.

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: Variant Attribute Bonuses for base skills

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

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Grammarsalad commented Apr 28, 2021

Skills & Proficiencies: Expanded Skills: 2001 - ???

2101: 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 and Bards gain access to this skill. This skill is unique in that it can both be incremented by the player, and it automatically progresses on a per level basis. See the next section for skill descriptions.

2011 - 2012: Play Instrument (EEex required)

These components add the play instrument skill to the game. The play instruments skill allows characters to use magical instruments and the ability to create quasi-magical effects using normal instruments. See the next section--'Extra descriptions--for details. 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.

2011: Play Instrument: Bards only

This component adds the play instruments skill, and gives it to bards only. The base skill is 30% (15% for blades).

2012: Play Instrument: Rogues only

This component adds the performance skill, and gives it to all rogues. The base skill for bards is 30% (15% for blades). The Base skill for thieves is 0%.

2021 - 2023: 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. It is suggested that the user also install a version of restricted scroll use, though this is not strictly necessary as these components can function independently (though they are implemented differently if installed together: see the next section --skill details--for more information.

2021: Use Scrolls: 10th level (EEex required)

This component adds the use scrolls skill, and gives it to both bards (except blades and skalds) and thieves. This component restricts characters from putting points into the skill until 10th level. At 10th level, bards have 20% in this skill. At 10th level, thieves have no skill in use scrolls, but they can start distributing skill points to the skill.

2022: Use Scrolls: no level requirement (EEex required)

This component adds the use scrolls skill, and gives it to both bards (except blades and skalds) and thieves.

Note: This component is likely to imbalance the game.

2023: Use Scrolls: pseudo-skill

This component adds the use scrolls pseudo-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 every two levels thereafter (i.e. level 2 scrolls at 12th level, 3rd level scrolls at 14th level, etc.).

2041 - 2044: Sense Evil Presence (EEex recommended)

These components add the sense evil presence skill to the game and gives progression to certain classes. Paladins, but not blackguards, always have access to this skill, but a components give access to monks, barbarians, and wizard slayers. Sense evil presence works like the thief's Detect Illusions ability, allowing the character to detect evil creatures obscured by illusory magic. These components work without EEex, but they are better implemented if EEex is installed.

2041: Sense Evil Presence: Paladins only

This component adds the sense evil presence skill to the game and gives the special ability to paladins (except blackguards) to use the skill. Characters begin play with a base 5% in Sense Evil Presence, and gain 3% per level in the skill (unless they can distribute skill points). Inquisitors gain a +30% bonus to this skill. Further, this skill replaces the paladin's sense evil ability.

2042: Sense Evil Presence: Paladins, and Monks only

This component adds the sense evil presence skill to the game and gives the special ability to paladins (except blackguards), and monks to use the skill. Characters begin play with a base 5% in Sense Evil Presence, and gain 3% per level in the skill (unless they can distribute skill points). Inquisitors, and dark moon monks gain a +30% bonus to this skill. Further, this skill replaces the paladin's sense evil ability.

2043: Sense Evil Presence: Paladins, Barbarians, and Wizard slayers only

This component adds the sense evil presence skill to the game and gives the special ability to paladins (except blackguards), barbarians and wizard slayers to use the skill. Characters begin play with a base 5% in Sense Evil Presence, and gain 3% per level in the skill (unless they can distribute skill points). Inquisitors, and wizard slayers gain a +30% bonus to this skill. Further, this skill replaces the paladin's sense evil ability.

2044: Sense Evil Presence: Paladins, Monks Barbarians, and Wizard slayers only

This component adds the sense evil presence skill to the game and gives the special ability to paladins (except blackguards), monks, barbarians and wizard slayers to use the skill. Characters begin play with a base 5% in Sense Evil Presence, and gain 3% per level in the skill (unless they can distribute skill points). Inquisitors, dark moon monks, and wizard slayers gain a +30% bonus to this skill. Further, this skill replaces the paladin's sense evil ability.

2051 - 2052: Fletch (requires EEex)

These components add the fletch skill to the game and gives progression to certain classes. Rangers always have access to this skill, but a components give access to base fighters and barbarians as well. There are two subcomponents. This skill allows the character to create ammunition. At higher levels, <PRO_HESHE> can create better ammunition on a successful attempt. See the next section for details.

2051: Fletch: Rangers only

This component adds the fletch skill to the game and gives the special ability to rangers at a set rate. Rangers begin with 30% in the skill (+20% for archers). See the following section for details.

2052: Fletch: Rangers, base fighters and barbarians only

This component adds the fletch skill to the game and gives a progression to base fighters and barbarians. Additionally, it gives these classes a special ability at a set rate. Rangers begin with 30% in the skill (+20% for archers). Base fighters and barbarians begin with 20% in the skill, and gain 3% per level (unless they can distribute skill points).

2062-2064: Lock Pick (EEex recommended)

These components give pick locks to certain classes. The skill functions identically (if EEex is installed) or almost identically to the thief's skill of the same name.

2062: Lock Pick: Bard Only

This component adds pick locks to bards only. Note that unless EEex is installed, bards will need to pick locks using an icon that can be found in their innate menu, rather than their pick pocket button.

2063: Lock Pick: Monk Only

This component adds pick locks to monks only. Note that unless EEex is installed, monks will need to pick locks using an icon that can be found in their innate menu.

2064: Lock Pick: Bard and Monk Only

This component adds pick locks to bards and monks. Note that unless EEex is installed, bards and monks will need to pick locks using an icon that can be found in their innate menu.

2071 - 2073: Set Natural Snare

This set of component adds the set natural snare skill to the game and gives a progression to certain classes and kits. rangers, and barbarians. Set natural snares works like the thief's set snares ability, but it only works in natural environments.

2071: Set Natural Snares: Barbarian Only

This component gives set natural snares to barbarians only. Barbarians gain proficiency in set natural snares at the same rate that the base ranger gains skill in stealth (unless they can distribute skill points).

2072: Set Natural Snares: Ranger Only

This component gives set natural snares to rangers only.

2073: Set Natural Snares: Barbarian and Ranger Only

This component gives set natural snares to barbarians and rangers only. Barbarians gain proficiency in set natural snares at the same rate that the base ranger gains skill in stealth (unless they can distribute skill points).

2081 - 2083: Hide in Natural Surroundings

These components add the Hide in Natural Surrounding skill to the game and gives a progression to certain classes and kits. Hide in Natural Surroundings works like the thief's stealth ability, but it only works when outside.

2081: Hide in Natural Surroundings: Barbarian Only (EEex recommended)

These components add the Hide in Natural Surrounding skill to the game and gives a progression to barbarians. Barbarians gain 5% points per level in this skill (unless they can distribute skill points). While this skill is usable without EEex, it is better implemented with EEex installed.

2082: Hide in Natural Surroundings: Ranger Only

These components add the Hide in Natural Surrounding skill to the game and gives a progression to rangers. Rangers progress in Hide in Natural Surroundings as normal for their stealth ability. Note that this ability nerfs the ranger.

2083: Hide in Natural Surroundings: Barbarian and Rangers Only (EEex recommended)

These components add the Hide in Natural Surrounding skill to the game and gives a progression to barbarians. Rangers progress in Hide in Natural Surroundings as normal for their stealth ability. Note that this ability nerfs the ranger. Barbarians gain 5% points per level in this skill (unless they can distribute skill points). While this skill is usable without EEex, it is better implemented with EEex installed.

3001: Everybody Can Search (EEex recommended)

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).

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Skills & Proficiencies: 4001 - ???: Magic Item Creation

4001 - ???: Magic Item Creation - Craft Scroll

These components add the ability to craft scrolls to the game. There are many versions of this feature, and they each interact with the main components in different (and hopefully interesting) ways. See the next section for details.

4001: Craft Scroll Skill: Custom Version One (requires EEex)

This component adds the craft scrolls skill to the game, and gives the ability to craft scrolls to different classes. If component 101: Weapon proficiency menu has been installed, then a character must have at least one rank in Spellcraft in order to craft scrolls. If component 101 is not installed, different classes and kits gain the Craft Scroll as per the table below:

Craft Scroll Skill by Level
Class/Kit Level Starting % Advancement
Mage (All) 1 80% 3%/Lev
Sorcerer (All) 4 70% 2%/Lev
Priests (All) 4 80% 2%/Lev
Bard (All) 7 60% 1%/Lev
Thieves (All) HLA 40% -
Ranger (All) HLA 60% 1%/Lev
Paladin (All) HLA 60% 1%/Lev

Class/Kit: This field denotes the class or kit in question
Level: This field describes the level members of the class or kit in question gains the Craft Scroll Skill. HLA means that members of this class can take craft scrolls as a HLA.
Starting %: This field denotes the the starting % of the skill (note that this value is reduced by 5% per level of the crafted scroll).
Advancement: This field describes how well this skill advances each additional level (if the class or kit cannot allocate skill points).

CONTINUE

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Skills & Proficiencies: 5001 - ???: High Level Abilities

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Skills & Proficiencies: 6001 - ???: Limitations

6001 - 6005: Attributes: Charisma: Reduce Bard Requirement

This group of components modifies the bards charisma component, actually reducing it. The reason for this is because it high charisma requirements make it easier for players to get a bard with a high charisma, and therefore allows them to more easily gain the benefits of high charisma presented in some of the components of this mod.

6001: Attributes: Charisma: Reduce Bard Requirement: 14

If this component is installed, bards' charisma requirement is lowered to 14.

6002: Attributes: Charisma: Reduce Bard Requirement: 13

If this component is installed, bards' charisma requirement is lowered to 13.

6003: Attributes: Charisma: Reduce Bard Requirement: 12

If this component is installed, bards' charisma requirement is lowered to 12.

6004: Attributes: Charisma: Reduce Bard Requirement: 9

If this component is installed, bards' charisma requirement is lowered to 9.

6005: Attributes: Charisma: Reduce Bard Requirement: No Requirements

If this component is installed, bards will have no charisma requirement.

6011 - 6015: Attributes: Charisma: Reduce Druid Requirement

This group of components modifies the druids charisma component, actually reducing it. The reason for this is because it high charisma requirements make it easier for players to get a druid with a high charisma, and therefore allows them to more easily gain the benefits of high charisma presented in some of the components of this mod.

6011: Attributes: Charisma: Reduce Druid Requirement: 14

If this component is installed, druids' charisma requirement is lowered to 14.

6012: Attributes: Charisma: Reduce Druid Requirement: 13

If this component is installed, druids' charisma requirement is lowered to 13.

6013: Attributes: Charisma: Reduce Druid Requirement: 12

If this component is installed, druids' charisma requirement is lowered to 12.

6014: Attributes: Charisma: Reduce Druid Requirement: 9

If this component is installed, druids' charisma requirement is lowered to 9.

6015: Attributes: Charisma: Reduce Druid Requirement: No Requirements

If this component is installed, druids will have no charisma requirement.

6021 - 6023: Limitations: Scroll Level Restrictions

These components limit scroll use in some way. There are three subcomponents: Custom scroll limits, PnP scroll limits, and Combined scroll limits. This set of components is meant to go with proficiency and/or skill components that go with scroll use and creation, but it can be installed separately from those other components and used independently (as can those other components).

6021: Scroll Level Restrictions: Custom Scroll Limits

If this component is installed, creatures can only use scrolls of spells of levels that they can cast. So, for example, a creature can only use a fireball scroll if they can cast 3rd level mage spells (and they could otherwise cast fireball). The exception to this rule is if the creature has the Use Scroll Skill (see below)

6022: Scroll Level Restrictions: PnP Scroll Limits

This component restricts scroll use by PnP rules. As such, Bards cannot use mage scrolls (though they can still write mage spells to their spellbook from scrolls), and Rangers and Paladins cannot use cleric or druid scrolls (if they exist). Bards gain the ability to use mage scrolls at level 21. Rangers and Paladins gain the ability to use priest scrolls (if they exist) at level 21. Also see the Use Scroll Skill.

6023: Scroll Level Restrictions: Combined Scroll Limits

This is the most restricted scroll level restricted subcomponent combining the above constrictions. If this component is installed, creatures can only use scrolls of spells of levels that they can cast. So, for example, a creature can only use a fireball scroll if they can cast 3rd level mage spells (and they could otherwise cast fireball). In addition, Bards cannot use mage scrolls (though they can still write mage spells to their spellbook from scrolls), and Rangers and Paladins cannot use cleric or druid scrolls (if they exist). Bards gain the ability to use mage scrolls at level 21. Rangers and Paladins gain the ability to use priest scrolls (if they exist) at level 21. Also see the Use Scroll Skill.

6031-6038: Expanded Skills: Performance Fatigue

If this tweak is installed, it will cause fatigue when certain actions are performed (depending on which subcomponent is installed). It this modification is applied to either the Bard Song or the Shaman Dance, it will 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 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 class features 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.

6031: Performance Fatigue: Bard Song Fatigue

This component only adds performance fatigue to the Bard Song and not to the Shaman Dance.

6032: Shaman Dance Performance Fatigue

This component only adds performance fatigue to the Shaman Dance and not to the Bard Song.

6033: Bard Song and Shaman Dance Performance Fatigue

This component adds performance fatigue to both the Shaman Dance and the Bard Song.

6034: Berserker Enrage Fatigue

This component imposes 1 point of fatigue whenever the Enrage Class feature is used.

6035: Barbarian Rage Fatigue

This component imposes 1 point of fatigue whenever the Rage Class feature is used.

6036: Zealot Frenzy Fatigue

This component imposes 1 point of fatigue whenever the Frenzy Class feature is used.

6037: Barbarian Rage, Berserker Enage, and (possibly) Zealot Frenzy Fatigue

This component imposes 1 point of fatigue whenever the Rage, Enrage or Frenzy Class feature is used.

6038: Everybody gets fatigued

This component imposes 1 point of fatigue whenever the Rage, Enrage or Frenzy Class feature is used.

This component adds performance fatigue to both the Shaman Dance and the Bard Song.

CONTINUE

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Grammarsalad commented Apr 28, 2021

NOTES & IDEAS

B_Kits: 2001 - ???: Expanded Skills

The following table gives an overview of all possible skills, as well as a basic description of each.

Skill Descriptions

PLUG IN

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 and Bards gain access to this skill. This skill is unique in that it can both be incremented by the player, and it automatically progresses on a per level basis. See the next section for skill descriptions.

??? - ???: Play Instrument (EEex required)

These components add the play instrument skill to the game. The play instruments skill allows characters to use magical instruments and the ability to create quasi-magical effects using normal instruments. See the next section--'Extra descriptions--for details. 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.

???: Play Instrument: Bards only

This component adds the play instruments skill, and gives it to bards only. The base skill is 30% (15% for blades).

???: Play Instrument: Rogues only

This component adds the performance skill, and gives it to all rogues. The base skill for bards is 30% (15% for blades). The Base skill for thieves is 0%.

??? - ???: 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. It is suggested that the user also install a version of restricted scroll use, though this is not strictly necessary as these components can function independently (though they are implemented differently if installed together: see the next section --skill details--for more information.

???: Use Scrolls: 10th level (EEex required)

This component adds the use scrolls skill, and gives it to both bards (except blades and skalds) and thieves. This component restricts characters from putting points into the skill until 10th level. At 10th level, bards have 20% in this skill. At 10th level, thieves have no skill in use scrolls, but they can start distributing skill points to the skill.

???: Use Scrolls: no level requirement (EEex required)

This component adds the use scrolls skill, and gives it to both bards (except blades and skalds) and thieves.

Note: This component is likely to imbalance the game.

???: Use Scrolls: pseudo-skill

This component adds the use scrolls pseudo-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 every two levels thereafter (i.e. level 2 scrolls at 12th level, 3rd level scrolls at 14th level, etc.).

??? - ???: Sense Evil Presence (EEex reccommended)

These components add the sense evil presence skill to the game and gives progression to certain classes. Paladins, but not blackguards, always have access to this skill, but a components give access to monks, barbarians, and wizard slayers. Sense evil presence works like the thief's Detect Illusions ability, allowing the character to detect evil creatures obscured by illusory magic. These components work without EEex, but they are better implemented if EEex is installed.

???: Sense Evil Presence: Paladins only

This component adds the sense evil presence skill to the game and gives the special ability to paladins (except blackguards) to use the skill. Characters begin play with a base 5% in Sense Evil Presence, and gain 3% per level in the skill (unless they can distribute skill points). Inquisitors gain a +30% bonus to this skill. Further, this skill replaces the paladin's sense evil ability.

???: Sense Evil Presence: Paladins, and Monks only

This component adds the sense evil presence skill to the game and gives the special ability to paladins (except blackguards), and monks to use the skill. Characters begin play with a base 5% in Sense Evil Presence, and gain 3% per level in the skill (unless they can distribute skill points). Inquisitors, and dark moon monks gain a +30% bonus to this skill. Further, this skill replaces the paladin's sense evil ability.

???: Sense Evil Presence: Paladins, Barbarians, and Wizard slayers only

This component adds the sense evil presence skill to the game and gives the special ability to paladins (except blackguards), barbarians and wizard slayers to use the skill. Characters begin play with a base 5% in Sense Evil Presence, and gain 3% per level in the skill (unless they can distribute skill points). Inquisitors, and wizard slayers gain a +30% bonus to this skill. Further, this skill replaces the paladin's sense evil ability.

???: Sense Evil Presence: Paladins, Monks Barbarians, and Wizard slayers only

This component adds the sense evil presence skill to the game and gives the special ability to paladins (except blackguards), monks, barbarians and wizard slayers to use the skill. Characters begin play with a base 5% in Sense Evil Presence, and gain 3% per level in the skill (unless they can distribute skill points). Inquisitors, dark moon monks, and wizard slayers gain a +30% bonus to this skill. Further, this skill replaces the paladin's sense evil ability.

??? - ???: Fletch (requires EEex)

These components add the fletch skill to the game and gives progression to certain classes. Rangers always have access to this skill, but a components give access to base fighters and barbarians as well. There are two subcomponents. This skill allows the character to create ammunition. At higher levels, <PRO_HESHE> can create better ammunition on a successful attempt. See the next section for details.

???: Fletch: Rangers only

This component adds the fletch skill to the game and gives the special ability to rangers at a set rate. Rangers begin with 30% in the skill (+20% for archers). See the following section for details.

???: Fletch: Rangers, base fighters and barbarians only

This component adds the fletch skill to the game and gives a progression to base fighters and barbarians. Additionally, it gives these classes a special ability at a set rate. Rangers begin with 30% in the skill (+20% for archers). Base fighters and barbarians begin with 20% in the skill, and gain 3% per level (unless they can distribute skill points).

??? - ???: Revised Set Traps

This group of components modifies set traps in some manner, often giving variant versions to different types of thieves. This component is heavily inspired by Adarnis's Trap Revisions and OlvynChuru's epic thieving.

??? - ???: Revised Set Traps: Trap Power Based on Skill

This group of components modifies traps to be more or less effective based on the set snares skill of the character, rather than character level. This also means that there is no longer any chance of failing when setting a trap.

??? - ???: Universal Set Trap

This set of components gives the same set traps abilities for every class that can set traps. That is, whether thief, assassin, cleric/thief, etc.., the traps will be the same. Bounty Hunters, of course, still get their unique traps.

The traps are as follows:

Kinds of traps

Trap Minimum Set Traps Value
Arrow Trap 1%
Poison Dart 20%
Root Trap 20%

Arrow Trap

Set Traps Value Damage/Effect
1% - 15% 1d8+1 Missile
16% - 30% 2d8+2 Missile
31% - 60% 3d8+5 Missile
61% - 90% 5d6+10 Missile
91%+ 5d6+20 Missile
Set Traps Value: The value of the set traps skill.
**Damage/Effect **: The damage and/or effect of the trap that the character can set.

Poison Dart

Set Traps Value Damage/Effect
20% - 45% 1d4 Missile + 2d6 poison/round (3 rounds) save negates
46% - 60% 1d4 Missile + 2d6 poison/round (4 rounds) save 1/2
61% - 95% 2d4+1 Missile + 2d8 poison/round (5 rounds) save 1/2
96%+ 2d4+1 Missile + 2d8 poison/round (5 rounds) no save, save +4 or die
Set Traps Value: The value of the set traps skill.
**Damage/Effect **: The damage and/or effect of the trap that the character can set.

Root Trap

Set Traps Value Damage/Effect
20% - 45% 2d4 Blunt + save vs breath or no move (2 rounds)
46% - 60% 2d4 Blunt + 2d4 pierce +save vs breath or no move (3 rounds)
61% - 95% 2d4 Blunt + 2d4 pierce +save vs breath -4 or no move (4 rounds), move 50% (10 rounds)
96%+ 2d4 Blunt + 2d4 pierce +save vs breath -4 or no move (5 rounds), move 50% (20 rounds)
Set Traps Value: The value of the set traps skill.
**Damage/Effect **: The damage and/or effect of the trap that the character can set.

???: Universal Set Trap Innate Ability

This set of components gives the same set traps abilities for every class that can set traps. That is, whether thief, assassin, cleric/thief, etc.., the traps will be the same. Bounty Hunters, of course, still get their unique traps. Traps are accessed normally via an innate

???: Universal Set Trap Trap Set

This set of components gives the same set traps abilities for every class that can set traps. That is, whether thief, assassin, cleric/thief, etc.., the traps will be the same. Bounty Hunters, of course, still get their unique traps. Traps sets need to be purchased or found and can be used as many times as there are materials to do so.

???: Universal Set Trap Innate Ability and Trap Set

This set of components gives the same set traps abilities for every class that can set traps. That is, whether thief, assassin, cleric/thief, etc.., the traps will be the same. Bounty Hunters, of course, still get their unique traps. Traps can be set in two ways: thieves have the innate ability to set traps as normal, and traps sets can be purchased or found and be used as many times as there are materials to do so.

??? - ???: Tailored Set Trap

This set of components gives differing set traps abilities for every class that can set traps. That is, the kinds of traps that the character can set are determined by whether they are a regular thief, assassin, cleric/thief, ect..

B_Kits: 3001 - ???: Thief skills for regular Joes

???: Everybody Can Search (EEex recommended)

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).

??? - ???: Lock Pick (EEex recommended)

These components give pick locks to certain classes. The skill functions identically (if EEex is installed) or almost identically to the thief's skill.

???: Lock Pick: Bard Only

This component adds pick locks to bards only. Note that unless EEex is installed, bards will need to pick locks using an icon that can be found in their innate menu, rather than their pick pocket button.

???: Lock Pick: Monk Only

This component adds pick locks to monks only. Note that unless EEex is installed, monks will need to pick locks using an icon that can be found in their innate menu.

???: Lock Pick: Bard and Monk Only

This component adds pick locks to bards and monks. Note that unless EEex is installed, bards and monks will need to pick locks using an icon that can be found in their innate menu.

??? - ???: Set Natural Snare

This set of component adds the set natural snare skill to the game and gives a progression to certain classes and kits. rangers, and barbarians. Set natural snares works like the thief's set snares ability, but it only works in natural environments.

???: Set Natural Snares: Barbarian Only

This component gives set natural snares to barbarians only. Barbarians gain proficiency in set natural snares at the same rate that the base ranger gains skill in stealth (unless they can distribute skill points).

???: Set Natural Snares: Ranger Only

This component gives set natural snares to rangers only.

???: Set Natural Snares: Barbarian and Ranger Only

This component gives set natural snares to barbarians and rangers only. Barbarians gain proficiency in set natural snares at the same rate that the base ranger gains skill in stealth (unless they can distribute skill points).

??? - ???: Hide in Natural Surroundings

These components add the Hide in Natural Surrounding skill to the game and gives a progression to certain classes and kits. Hide in Natural Surroundings works like the thief's stealth ability, but it only works when outside.

???: Hide in Natural Surroundings: Barbarian Only (EEex recommended)

These components add the Hide in Natural Surrounding skill to the game and gives a progression to barbarians. Barbarians gain 5% points per level in this skill (unless they can distribute skill points). While this skill is usable without EEex, it is better implemented with EEex installed.

???: Hide in Natural Surroundings: Ranger Only

These components add the Hide in Natural Surrounding skill to the game and gives a progression to rangers. Rangers progress in Hide in Natural Surroundings as normal for their stealth ability. Note that this ability nerfs the ranger.

???: Hide in Natural Surroundings: Barbarian and Rangers Only (EEex recommended)

These components add the Hide in Natural Surrounding skill to the game and gives a progression to barbarians. Rangers progress in Hide in Natural Surroundings as normal for their stealth ability. Note that this ability nerfs the ranger. Barbarians gain 5% points per level in this skill (unless they can distribute skill points). While this skill is usable without EEex, it is better implemented with EEex installed.

B_Kits: 4001 - ???: Magic Item Creation

??? - ???: Magic Item Creation - Craft Scroll

These components add the ability to craft scrolls to the game. There are many versions of this feature, and they each interact with the main components in different (and hopefully interesting) ways. See the next section for details.

???: Craft Scroll Skill: Custom Version One (requires EEex)

This component adds the craft scrolls skill to the game, and gives the ability to craft scrolls to different classes. If component 101: Weapon proficiency menu has been installed, then a character must have at least one rank in Spellcraft in order to craft scrolls. If component 101 is not installed, different classes and kits gain the Craft Scroll as per the table below:

Craft Scroll Skill by Level
Class/Kit Level Starting % Advancement
Mage (All) 1 80% 3%/Lev
Sorcerer (All) 4 70% 2%/Lev
Priests (All) 4 80% 2%/Lev
Bard (All) 7 60% 1%/Lev
Thieves (All) HLA 40% -
Ranger (All) HLA 60% 1%/Lev
Paladin (All) HLA 60% 1%/Lev

Class/Kit: This field denotes the class or kit in question
Level: This field describes the level members of the class or kit in question gains the Craft Scroll Skill. HLA means that members of this class can take craft scrolls as a HLA.
Starting %: This field denotes the the starting % of the skill (note that this value is reduced by 5% per level of the crafted scroll).
Advancement: This field describes how well this skill advances each additional level (if the class or kit cannot allocate skill points).

CONTINUE

B_Kits: 6001 - ???: Limitations

??? - ???: Attributes: Charisma: Reduce Bard Requirement

This group of components modifies the bards charisma component, actually reducing it. The reason for this is because it high charisma requirements make it easier for players to get a bard with a high charisma, and therefore allows them to more easily gain the benefits of high charisma presented in some of the components of this mod.

???: Attributes: Charisma: Reduce Bard Requirement: 14

If this component is installed, bards' charisma requirement is lowered to 14.

???: Attributes: Charisma: Reduce Bard Requirement: 13

If this component is installed, bards' charisma requirement is lowered to 13.

???: Attributes: Charisma: Reduce Bard Requirement: 12

If this component is installed, bards' charisma requirement is lowered to 12.

???: Attributes: Charisma: Reduce Bard Requirement: 9

If this component is installed, bards' charisma requirement is lowered to 9.

???: Attributes: Charisma: Reduce Bard Requirement: No Requirements

If this component is installed, bards will have no charisma requirement.

??? - ???: Attributes: Charisma: Reduce Druid Requirement

This group of components modifies the druids charisma component, actually reducing it. The reason for this is because it high charisma requirements make it easier for players to get a druid with a high charisma, and therefore allows them to more easily gain the benefits of high charisma presented in some of the components of this mod.

???: Attributes: Charisma: Reduce Druid Requirement: 14

If this component is installed, druids' charisma requirement is lowered to 14.

???: Attributes: Charisma: Reduce Druid Requirement: 13

If this component is installed, druids' charisma requirement is lowered to 13.

???: Attributes: Charisma: Reduce Druid Requirement: 12

If this component is installed, druids' charisma requirement is lowered to 12.

???: Attributes: Charisma: Reduce Druid Requirement: 9

If this component is installed, druids' charisma requirement is lowered to 9.

???: Attributes: Charisma: Reduce Druid Requirement: No Requirements

If this component is installed, druids will have no charisma requirement.

??? - ???: Limitations: Scroll Level Restrictions

These components limit scroll use in some way. There are three subcomponents: Custom scroll limits, PnP scroll limits, and Combined scroll limits. This set of components is meant to go with proficiency and/or skill components that go with scroll use and creation, but it can be installed separately from those other components and used independently (as can those other components).

???: Scroll Level Restrictions: Custom Scroll Limits

If this component is installed, creatures can only use scrolls of spells of levels that they can cast. So, for example, a creature can only use a fireball scroll if they can cast 3rd level mage spells (and they could otherwise cast fireball). The exception to this rule is if the creature has the Use Scroll Skill (see below)

???: Scroll Level Restrictions: PnP Scroll Limits

This component restricts scroll use by PnP rules. As such, Bards cannot use mage scrolls (though they can still write mage spells to their spellbook from scrolls), and Rangers and Paladins cannot use cleric or druid scrolls (if they exist). Bards gain the ability to use mage scrolls at level 21. Rangers and Paladins gain the ability to use priest scrolls (if they exist) at level 21. Also see the Use Scroll Skill.

???: Scroll Level Restrictions: Combined Scroll Limits

This is the most restricted scroll level restricted subcomponent combining the above constrictions. If this component is installed, creatures can only use scrolls of spells of levels that they can cast. So, for example, a creature can only use a fireball scroll if they can cast 3rd level mage spells (and they could otherwise cast fireball). In addition, Bards cannot use mage scrolls (though they can still write mage spells to their spellbook from scrolls), and Rangers and Paladins cannot use cleric or druid scrolls (if they exist). Bards gain the ability to use mage scrolls at level 21. Rangers and Paladins gain the ability to use priest scrolls (if they exist) at level 21. Also see the Use Scroll Skill.

???-???: Expanded Skills: Performance Fatigue

If this tweak is installed, it will cause fatigue when certain actions are performed (depending on which subcomponent is installed). It this modification is applied to either the Bard Song or the Shaman Dance, it will 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 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 class features 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.

???: Performance Fatigue: Bard Song Fatigue

This component only adds performance fatigue to the Bard Song and not to the Shaman Dance.

???: Shaman Dance Performance Fatigue

This component only adds performance fatigue to the Shaman Dance and not to the Bard Song.

???: Bard Song and Shaman Dance Performance Fatigue

This component adds performance fatigue to both the Shaman Dance and the Bard Song.

???: Berserker Enrage Fatigue

This component imposes 1 point of fatigue whenever the Enrage Class feature is used.

???: Barbarian Rage Fatigue

This component imposes 1 point of fatigue whenever the Rage Class feature is used.

???: Zealot Frenzy Fatigue

This component imposes 1 point of fatigue whenever the Frenzy Class feature is used.

???: Barbarian Rage, Berserker Enage, and (possibly) Zealot Frenzy Fatigue

This component imposes 1 point of fatigue whenever the Rage, Enrage or Frenzy Class feature is used.

???: Everybody gets fatigued

This component imposes 1 point of fatigue whenever the Rage, Enrage or Frenzy Class feature is used.

This component adds performance fatigue to both the Shaman Dance and the Bard Song.

CONTINUE

B_Kits: 7001-???: Extras

7001-???: HP Revision

This group of components revise hit points in some way.

7001: HP Revision: Double Hit Points at first level

This component doubles hit points at first level for all classes and kits.

7002: HP Revision: Radical Hit Point Revision

This component triples hit points at first level, but only increases hit points by the amount that the class usually gets at higher levels. Typically, this means +1 hit point/level for mages; +2 hit points per level for rogues and priests; +3 hit points per level for most warriors; +4 hit points per level for classes or kits that normally get d12 hit points (e.g. the Barbarian). See the following table:

Hit Points by class/Kit
Class/Kit 1st Level Hit Points Subsequent Level Hit Points
Fighter^ 30+ Con modifier +3/level
Barbarian^^ 36+ Con modifier +4/level

^ Includes all fighter kits that do not have d12 HD
^^ Includes all fighter kits that do have d12 HD

CONTINUE

7003: HP Revision: Increased Hit Die (mages and rogues)

This component increases the Hit Die of rogues and mages. Specifically, wizards and sorcerers see their hit die increase to d6, and rogues see their hit die increased to d8.

7004: HP Revision: Double Hit Points at first level and Increased Hit Die (mages and rogues)

This component doubles hit points at first level and increases the Hit Die of rogues and mages. Specifically, wizards and sorcerers see their hit die increase to d6, and rogues see their hit die increased to d8.

7005: HP Revision: Radical Hit Point Revision and Increased Hit Die (mages and rogues)

This component radically alters hit point progression (as per component 7002) and increases the Hit Die of rogues and mages. Specifically, wizards and sorcerers see their hit die increase to d6, and rogues see their hit die increased to d8. See the following table:

Hit Points by class/Kit
Class/Kit 1st Level Hit Points Subsequent Level Hit Points
Fighter^ 30+ Con modifier +3/level
Barbarian^^ 36+ Con modifier +4/level

^ Includes all fighter kits that do not have d12 HD
^^ Includes all fighter kits that do have d12 HD

7006: Fighter Con Bonus for all classes

This component applies the fighter constitution bonus to hit points to all classes. It can be installed with or without the above Hit Point Revision modifiers above.

7010: Expanded Weapon Proficiency Table

This component expands weapon proficiency tables to 0 to 7 ranks.

In addition, base Fighters can gain up to supreme grandmastery (six slots), while Kensai can gain legendary grandmastery (seven slots) in their favored weapon. Unless otherwise noted, all other maximums are unchanged. See below for the expanded table:

Expanded Weapon Proficiency 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.

7020: Revised Weapon Proficiency Table

This component revises weapon proficiency tables. It is compatible with Expanded Weapon Proficiency Tables

CONTINUE (use expanded stuff from Skills & Proficiencies)

Revised Weapon Proficiency Table
Ranks To Hit Damage Speed
0 0 0 0
1 1 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

^ If Expanded Weapon Proficiency Table is installed

Barter: Chance to get better prices in stores (how would it work???) Copy all stores once and give better prices (as persuasion) and have a chance(how to do this reasonably in dialog?) to access that better store when accessing store. Not sure if reasonably doable...

  • Skills as proficiencies component only (as otherwise, persuasion will fill this role)
  • Rogues only(?)

Fletch: make ammunition. Better ammos at higher levels. Pretty straightforward.

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Rangers (archers +20%), fighters and...
    -Survival/Nature lore proficiency gives a bonus

Sense Evil Presence: Chance to detect invisible evil creatures

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Paladin only (not blackguard); can also give to barbarian and monk
  • Replaces sense evil

Use scrolls: Chance to use scrolls

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Rogues only, level 10 required (or strongly suggested)
  • Spellcraft proficiency gives a bonus to this skill

Use poison: Chance to poison weapon.

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Rogues and Blackguards only
  • Non-assassin/blackguards have a chance to poison self (5% at first level, min 1% at max skill)
  • Not compatible with epic skills poison weapon. Use one or the other

Treat Wounds: gives a chance to heal (d3 at first, with progression by character level--probably +d3 every 4 or so levels)

  • Available as standalone, as proficiencies component, or as a special component of proficiencies-- choose treat injury or med pack use
  • Characters get "Treat injury" ability which is governed by this skill (also see herbalism)
  • priests and warriors

Herbalism: gives a chance to treat various afflictions by level (blindness and deafness at 1st)

  • Available as standalone, as proficiencies component, or as a special component of proficiencies-- choose treat injury or med pack use
  • Characters get "Treat injury" ability which is governed by this skill (also see treat wound)
  • priests and mages

Wild Empathy: gives a chance to calm/charm various animals and beasts

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Druids only at first level. Rangers at 7th level (or so...)
  • Nature lore/Survival proficiency gives a bonus

Set Natural Snares: Set snares but only in wilderness environment

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Rangers and Barbarians only
  • Nature lore/Survival proficiency gives a bonus

Play Instrument: allows use of magical instruments (and gives a chance to generate magical effect using normal instrument)

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Special option to make bard and shaman perform depend on this skill
  • Rogues and Shamen only (base Bards, Shaman and Skalds +20%)
  • Performance proficiency gives a bonus

Tracking: allows characters to track as the (former) high level ability.

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Rangers and barbarians only, with an option to make it available to other fighters.
  • Survival/Nature lore proficiency gives a bonus to this skill

Scribe Scroll: Allows casters to craft scrolls.

  • Available as standalone, as proficiencies component, or as a special component of proficiencies-- choose scribe scroll skill for spellcraft instead of special ingredients (but chance of failure)
  • Mages (lev 1), Priests and Sorcerers (lev 4) and Bards (lev 7) only
  • PnP: Mages and Sorcerers: (lev 9), Priests (lev 7), Ranger (lev 24), Paladin (lev 24), Bard (lev 27) Success 80% +1/lev (-1/spell level)

Craft Wand: Allows casters to craft wands.

  • Available as standalone, as proficiencies component, or as a special component of proficiencies-- choose craft wand skill for implements instead of special ingredients (but chance of failure)
  • Mages and Sorcerers (lev 9) and Priests (lev 13) only
  • PnP: Mages, Sorcerers and Priests (lev 11) Success: 60% +1/lev (-1%/per spell required)

Recharge Wand: Allows casters to recharge wands.

  • Available as standalone, as proficiencies component, or as a special component of proficiencies-- choose recharge wand skill for implements instead of special ingredients (but chance of failure and loss of wand)
  • Mages and Sor (lev 6), Priests (lev 9) and Bards (lev 13) only
  • PnP: Any spellcaster (lev 1)

Second Wind: % Chance to recover stamina and

  • Available as standalone, as proficiencies component, or as a special component of proficiencies-- choose second wind skill for endurance instead of prof ability (chance of failure for better recover)
  • Warriors only

Brew Potions: Allows casters to brew potions.

  • Available as standalone, as proficiencies component, or as a special component of proficiencies-- choose brew potions skill for alchemy/herbalism instead of special ingredients (but chance of failure)
  • Mages and Sorcerers (lev 4), Priests (lev 6) and Bards (lev 8) only
  • PnP: Wiz and Sor (lev 9), Priests, (lev 9), Bard (lev 27) Success: 70% +1/lev (-1/100gp)

Incite: % to enter into rage for barbarian, berserker and (in fnp)the zealot. Also, priests of Tempus can use it to incite others.

  • Available as standalone, as proficiencies component, or with standard proficiencies.
  • Rages (etc.) will have an extended duration, but be less reliably brought on

Appraisal/Lore: As Lore.

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Rogues
  • Mages (lev 21)

Escape Bonds: Skill that allows characters to escape various restricting spells and effects

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Rogues, Monks

Disrupt Magic: Skill that allows characters to disrupt spellcasting

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Wizard Slayers, Inquisitors

???? - ????: Taunt

These components add the taunt skill to the game. Both thieves and bards have access to this skill. In addition, members of these classes gain a progression that allows them to use the skill. There are ??? versions of this component. It is suggested that ???

????: Taunt skill (EEex required)

This component adds the taunt skill, and gives it to both bards and thieves. All characters begin with 20% in this skill (except jesters who begin with 35%). Additionally, all bards and thieves begin play with one use of the taunt ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The taunt ability gives the character a chance to enrage the target creature. See the next section for details.

2123: Taunt: pseudo-skill

This component adds the taunt pseudo-skill, and gives it to both bards and thieves. All characters begin with 20% in this skill (except jesters who begin with 35%). Characters gain 2% to this skill per level (jesters gain 3%). Additionally, all bards and thieves begin play with one use of the taunt ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The taunt ability gives the character a chance to enrage the target creature. See the next section for details.

2123: Taunt: special ability

This component adds the taunt special ability, and gives it to both bards and thieves. Additionally, all bards and thieves begin play with one use of the taunt ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The taunt ability gives the character a chance to enrage the target creature. See the next section for details

Note: the difference between the pseudo-skill and the special ability is that there is no failure chance for the special ability.

???? - ????: Demoralize

These components add the demoralize skill to the game. Both thieves and fighters have access to this skill. In addition, members of these classes gain a progression that allows them to use the skill. There are ??? versions of this component. It is suggested that ???

????: Demoralize skill (EEex required)

This component adds the demoralize skill, and gives it to both fighters and thieves. All characters begin with 10% in this skill (orcs gain a +15% bonus, and dwarves gain a +10% bonus and barbarians and berserkers also gain a +10% bonus). Fighters gain 2% per level to this skill (berserkers and barbarians gain 3%/level) unless they can otherwise distribute skill points. All fighters and thieves begin play with one use of the demoralize ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The demoralize ability gives the character a chance to inflict pentalties on the target creature. See the next section for details.

????: Demoralize: pseudo-skill

This component adds the demoralize pseudo-skill, and gives it to both fighters and thieves. All characters begin with 10% in this skill (orcs gain a +15% bonus, and dwarves gain a +10% bonus and barbarians and berserkers also gain a +10% bonus). Characters gain 2% per level to this skill (berserkers and barbarians gain 3%/level) unless they can otherwise distribute skill points. All fighters and thieves begin play with one use of the demoralize ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The demoralize ability gives the character a chance to inflict penalties on the target creature. See the next section for details.

????: Demoralize: special ability

This component adds the demoralize special ability, and gives it to both fighters and thieves. All fighters and thieves begin play with one use of the demoralize ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The demoralize ability gives the character a chance to inflict penalties on the target creature. See the next section for details.

Note: the difference between the pseudo-skill and the special ability is that there is no failure chance for the special ability.

???? - ????: Applied Force pseudo-skill

This component adds the leverage pseudo-skill to the game and gives it to thieves (and thugs if they exist). Characters begin play with one use of the leverage at first level. They gain an additional use at level 4 and every 4 levels thereafter. The leverage ability allows characters to make better use of their strength to open doors and chests. See below for details.

Leverage: With this ability, the character can open doors and chests as if <PRO_HISHER> strength was 2 points higher than it is. At 8th level, <PRO_HESHE> can use this ability to open doors and chests as though <PRO_HISHER> strength was 3 points higher than it is. Finally, at 16th level, <PRO_HESHE> can use this ability to open doors and chests as though <PRO_HISHER> strength was 4 points higher than it is.

Barter etc skill. Use

0x4047 RandomNum(I:Range*,I:Value*)
Generates a random number between 1 and Range. Returns true only if the random number equals the 2nd parameter.

Skill ideas:

Appraisal/Lore: Lore skill, but one that the character can put points into

Barter: Chance to get better prices in stores (how would it work???) Copy all stores once and give better prices (as persuasion) and have a chance(how to do this reasonably in dialog?) to access that better store when accessing store. Not sure if reasonably doable...

Brew Potions: Allows casters to brew potions.

Craft Wand: Allows casters to craft wands.

Escape Bonds: Skill that allows characters to escape various restricting spells

Fletcher: make animation. Better ammos at higher levels. Pretty straightforward.

Herbalism: gives a chance to treat various afflictions by level (blindness and deafness at 1st)

Incite: % to enter into rage for barbarian, berserker and (in fnp)the zealot. Also, priests of Tempus can use it to incite others

Play Instrument: allows use of magical instruments (and gives a chance to generate magical effect using normal instrument)

Recharge Wand: Allows casters to recharge wands.

Scribe Scroll: Allows casters to craft scrolls.

Second Wind: % Chance to recover stamina and

Sense Evil Presence: Chance to detect invisible evil creatures

Set Natural Snares: Set snares but only in wilderness environment

Tracking: allows characters to track as the (former) high level ability.

Treat Wounds: gives a chance to heal (d3 at first, with progression by character level--probably +d3 every 4 or so levels)

Use poison: for rogues and blackguards. Chance to poison self for non assassin/blackguards

Use scrolls: Chance to use scrolls

Wild Empathy: gives a chance to calm/charm various animals and beasts

Skills: tumble and escape artist

Tumble gives a chance to escape a spell effect like entangle or web entirely while escape artist gives a chance to escape these effects when already caught by them

Escape bonds can be a pseudo skill that allows thieves of high level to do both

Skills: tumble and escape artist

Tumble gives a chance to escape a spell effect like entangle or web entirely while escape artist gives a chance to escape these effects when already caught by them

Escape bonds can be a pseudo skill that allows thieves of high level to do both

Skill ideas:

Appraisal/Lore: Lore skill, but one that the character can put points into

Barter: Chance to get better prices in stores (how would it work???) Copy all stores once and give better prices (as persuasion) and have a chance(how to do this reasonably in dialog?) to access that better store when accessing store. Not sure if reasonably doable...

Brew Potions: Allows casters to brew potions.

Craft Wand: Allows casters to craft wands.

Escape Bonds: Skill that allows characters to escape various restricting spells

Fletcher: make animation. Better ammos at higher levels. Pretty straightforward.

Herbalism: gives a chance to treat various afflictions by level (blindness and deafness at 1st)

Incite: % to enter into rage for barbarian, berserker and (in fnp)the zealot. Also, priests of Tempus can use it to incite others

Play Instrument: allows use of magical instruments (and gives a chance to generate magical effect using normal instrument)

Recharge Wand: Allows casters to recharge wands.

Scribe Scroll: Allows casters to craft scrolls.

Second Wind: % Chance to recover stamina and

Sense Evil Presence: Chance to detect invisible evil creatures

Set Natural Snares: Set snares but only in wilderness environment

Tracking: allows characters to track as the (former) high level ability.

Treat Wounds: gives a chance to heal (d3 at first, with progression by character level--probably +d3 every 4 or so levels)

Use poison: for rogues and blackguards. Chance to poison self for non assassin/blackguards

Use scrolls: Chance to use scrolls

Wild Empathy: gives a chance to calm/charm various animals and beasts

Barter etc skill. Use

0x4047 RandomNum(I:Range*,I:Value*)
Generates a random number between 1 and Range. Returns true only if the random number equals the 2nd parameter.

New component: Fear effects end rage effects (but otherwise have no effect on a raging character). As per pnp, the character must save vs. spell or the rage effect ends. The spell has no other effect, however.

???? - ????: Applied Force pseudo-skill

This component adds the leverage pseudo-skill to the game and gives it to thieves (and thugs if they exist). Characters begin play with one use of the leverage at first level. They gain an additional use at level 4 and every 4 levels thereafter. The leverage ability allows characters to make better use of their strength to open doors and chests. See below for details.

Leverage: With this ability, the character can open doors and chests as if <PRO_HISHER> strength was 2 points higher than it is. At 8th level, <PRO_HESHE> can use this ability to open doors and chests as though <PRO_HISHER> strength was 3 points higher than it is. Finally, at 16th level, <PRO_HESHE> can use this ability to open doors and chests as though <PRO_HISHER> strength was 4 points higher than it is.

???? - ????: Demoralize

These components add the demoralize skill to the game. Both thieves and fighters have access to this skill. In addition, members of these classes gain a progression that allows them to use the skill. There are ??? versions of this component. It is suggested that ???

????: Demoralize skill (EEex required)

This component adds the demoralize skill, and gives it to both fighters and thieves. All characters begin with 10% in this skill (orcs gain a +15% bonus, and dwarves gain a +10% bonus and barbarians and berserkers also gain a +10% bonus). Fighters gain 2% per level to this skill (berserkers and barbarians gain 3%/level) unless they can otherwise distribute skill points. All fighters and thieves begin play with one use of the demoralize ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The demoralize ability gives the character a chance to inflict pentalties on the target creature. See the next section for details.

????: Demoralize: pseudo-skill

This component adds the demoralize pseudo-skill, and gives it to both fighters and thieves. All characters begin with 10% in this skill (orcs gain a +15% bonus, and dwarves gain a +10% bonus and barbarians and berserkers also gain a +10% bonus). Characters gain 2% per level to this skill (berserkers and barbarians gain 3%/level) unless they can otherwise distribute skill points. All fighters and thieves begin play with one use of the demoralize ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The demoralize ability gives the character a chance to inflict penalties on the target creature. See the next section for details.

????: Demoralize: special ability

This component adds the demoralize special ability, and gives it to both fighters and thieves. All fighters and thieves begin play with one use of the demoralize ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The demoralize ability gives the character a chance to inflict penalties on the target creature. See the next section for details.

Note: the difference between the pseudo-skill and the special ability is that there is no failure chance for the special ability.

???? - ????: Taunt

These components add the taunt skill to the game. Both thieves and bards have access to this skill. In addition, members of these classes gain a progression that allows them to use the skill. There are ??? versions of this component. It is suggested that ???

????: Taunt skill (EEex required)

This component adds the taunt skill, and gives it to both bards and thieves. All characters begin with 20% in this skill (except jesters who begin with 35%). Additionally, all bards and thieves begin play with one use of the taunt ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The taunt ability gives the character a chance to enrage the target creature. See the next section for details.

2123: Taunt: pseudo-skill

This component adds the taunt pseudo-skill, and gives it to both bards and thieves. All characters begin with 20% in this skill (except jesters who begin with 35%). Characters gain 2% to this skill per level (jesters gain 3%). Additionally, all bards and thieves begin play with one use of the taunt ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The taunt ability gives the character a chance to enrage the target creature. See the next section for details.

2123: Taunt: special ability

This component adds the taunt special ability, and gives it to both bards and thieves. Additionally, all bards and thieves begin play with one use of the taunt ability at first level. They gain an additional use at level 4 and every 4 levels thereafter. The taunt ability gives the character a chance to enrage the target creature. See the next section for details

Note: the difference between the pseudo-skill and the special ability is that there is no failure chance for the special ability.

Disrupt Magic: Skill that allows characters to disrupt spellcasting

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Wizard Slayers, Inquisitors

Escape Bonds: Skill that allows characters to escape various restricting spells and effects

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Rogues, Monks

Appraisal/Lore: As Lore.

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Rogues
  • Mages (lev 21)

Incite: % to enter into rage for barbarian, berserker and (in fnp)the zealot. Also, priests of Tempus can use it to incite others.

  • Available as standalone, as proficiencies component, or with standard proficiencies.
  • Rages (etc.) will have an extended duration, but be less reliably brought on

Second Wind: % Chance to recover stamina and

  • Available as standalone, as proficiencies component, or as a special component of proficiencies-- choose second wind skill for endurance instead of prof ability (chance of failure for better recover)
  • Warriors only

Recharge Wand: Allows casters to recharge wands.

  • Available as standalone, as proficiencies component, or as a special component of proficiencies-- choose recharge wand skill for implements instead of special ingredients (but chance of failure and loss of wand)
  • Mages and Sor (lev 6), Priests (lev 9) and Bards (lev 13) only
  • PnP: Any spellcaster (lev 1)

Tracking: allows characters to track as the (former) high level ability.

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Rangers and barbarians only, with an option to make it available to other fighters.
  • Survival/Nature lore proficiency gives a bonus to this skill

Play Instrument: allows use of magical instruments (and gives a chance to generate magical effect using normal instrument)

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Special option to make bard and shaman perform depend on this skill
  • Rogues and Shamen only (base Bards, Shaman and Skalds +20%)
  • Performance proficiency gives a bonus

Set Natural Snares: Set snares but only in wilderness environment

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Rangers and Barbarians only
  • Nature lore/Survival proficiency gives a bonus

Wild Empathy: gives a chance to calm/charm various animals and beasts

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Druids only at first level. Rangers at 7th level (or so...)
  • Nature lore/Survival proficiency gives a bonus

Herbalism: gives a chance to treat various afflictions by level (blindness and deafness at 1st)

  • Available as standalone, as proficiencies component, or as a special component of proficiencies-- choose treat injury or med pack use
  • Characters get "Treat injury" ability which is governed by this skill (also see treat wound)
  • priests and mages

Treat Wounds: gives a chance to heal (d3 at first, with progression by character level--probably +d3 every 4 or so levels)

  • Available as standalone, as proficiencies component, or as a special component of proficiencies-- choose treat injury or med pack use
  • Characters get "Treat injury" ability which is governed by this skill (also see herbalism)
  • priests and warriors

Use poison: Chance to poison weapon.

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Rogues and Blackguards only
  • Non-assassin/blackguards have a chance to poison self (5% at first level, min 1% at max skill)
  • Not compatible with epic skills poison weapon. Use one or the other

Use scrolls: Chance to use scrolls

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Rogues only, level 10 required (or strongly suggested)
  • Spellcraft proficiency gives a bonus to this skill

Sense Evil Presence: Chance to detect invisible evil creatures

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Paladin only (not blackguard); can also give to barbarian and monk
  • Replaces sense evil

Fletch: make ammunition. Better ammos at higher levels. Pretty straightforward.

  • Available as standalone, as part of skill as proficiencies, or with standard proficiencies.
  • Rangers (archers +20%), fighters and...
    -Survival/Nature lore proficiency gives a bonus

Barter: Chance to get better prices in stores (how would it work???) Copy all stores once and give better prices (as persuasion) and have a chance(how to do this reasonably in dialog?) to access that better store when accessing store. Not sure if reasonably doable...

  • Skills as proficiencies component only (as otherwise, persuasion will fill this role)
  • Rogues only(?)

@Grammarsalad Grammarsalad pinned this issue Apr 29, 2021
@Grammarsalad Grammarsalad transferred this issue from Grammarsalad/IE_Designs Oct 18, 2021
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