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NPC Skald


EiriktheScald

Poll: Which weapon would be your first choice for a Skald?  

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Why have a half-ass caster, warrior and pickpocket when you already have a mage, fighter and thief in the party?

 

Because I want to? :) Seriously, I don't want to loose scope of this project. I'm creating the NPC for the story aspects (more on that later) and the Skald just fits. It's not necessary that he be a tank, but it is necessary to equip him with a weapon that the majority of players find useful.

 

I need to concentrate on the writing, and developing a warrior-poet kit as you're describing sounds like alot of effort. But I haven't done any kit mods, so what do I know?

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...developing a warrior-poet kit as you're describing sounds like alot of effort. But I haven't done any kit mods, so what do I know?
Neither have I, so what do I know. But I thought Wounded Lion offered to do a custom kit for your NPC... and in fact, has already done a prototype? I went to his page where he said he posted the kit but didn't see it (maybe you have to log in to the "group" or something, I dunno). *shrug* ...matters not to me.

 

As a side observation, I assume you've been playing Eirik as a PC skald thus far. That's a little different than having an NPC bard in the party. A PC bard makes a great solo character, precisely for the "jack of all trades" reason. In fact, someone even wrote a guide about it. If you can "do it all" yourself, you hardly need a supporting party. Except for a healer perhaps, but healing potions are all over the place too. :)

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I like the idea of bards. But I tend not to use them because they're the proverbial "jacks of all trades, masters of none." Why have a half-ass caster, warrior and pickpocket when you already have a mage, fighter and thief in the party?

 

Because your main mage is an enchanter and can't cast magic missile. Actually, I've been using Garrick quite a bit lately, and really enjoy having him in the party. He's all right as a backup fighter, but I usually hand him a shortbow (he comes with crossbow proficiency, but I still use the SCS "choose your proficiencies" option, and give him shortbow instead), and have him provide missile support when he isn't singing. Having a caster who can learn *any* mage spell is nice, since all BG1 NPC mages are specialists. And I love the lore ability.

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But I thought Wounded Lion offered to do a custom kit for your NPC... and in fact, has already done a prototype?

 

Yes, he was nice enough to do that for me. It gives him 3 points of proficiency in dual wielding axes. That's why I was asking you all if it would be unbalanced without limiting some other ability? And without strength modifiers would he really work well in the frontline? Don't get me wrong, I like your idea, however his real purpose is to add more story elements, esp. with Branwen.

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But I thought Wounded Lion offered to do a custom kit for your NPC... and in fact, has already done a prototype?
Yes, he was nice enough to do that for me. It gives him 3 points of proficiency in dual wielding axes. That's why I was asking you all if it would be unbalanced without limiting some other ability? And without strength modifiers would he really work well in the frontline?
Well my view of kits is what they giveth, something must be taketh away. Is all it does so far is give the additional proficiency? I guess maybe this question should be pitched to Wounded Lion or someone else with kit experience, but how hard would it be to tweak the kit a bit further as I described?

 

Having a caster who can learn *any* mage spell is nice, since all BG1 NPC mages are specialists.
Thought Xan was a sorceror, or at least there's a mod that makes him one (AoE, BG2T, SCS, VLI... can't remember offhand... too much testing :)) *shrugs*. I do use Garrick from time to time too, but he's generally one of the first to go when I want to pick up someone else. And hey, I've been known to use NPCs for no other reason than their dialog if it's good/funny enough. :)
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Thought Xan was a sorceror, or at least there's a mod that makes him one (AoE, BG2T, SCS, VLI... can't remember offhand... too much testing crazyeyes.gif) *shrugs*.

 

Xan is most definitely an enchanter, however both the original BG1Tutu converter and the EasyTutu NPC Kits mod allow him be to made (for instance) a sorcerer instead.

 

Voted for bastard swords by the way, as there are a few good ones to be found and I don't typically keep any party members proficient in their use around for the long haul.

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Well my view of kits is what they giveth, something must be taketh away. Is all it does so far is give the additional proficiency? I guess maybe this question should be pitched to Wounded Lion or someone else with kit experience, but how hard would it be to tweak the kit a bit further as I described?

 

I'll ask him! :) But I think his answer will be not hard at all.

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First, I don't have enough time at present to write a long reply (with luck, maybe I will in the next day or two). I do want to share a quick thought:

 

It should be possible to code his bard kit with the generic fighter class' (or a fighter kit's) usability flag. He would remain a bard, gain access to all fighter-usable items (including shields), and lose access to all bard-specific items (significantly reducing his magical potential; no scrolls, etc). Just a thought to consider. I haven't done this type of thing before, but it should work (somebody correct me if I am mistaken).

 

- D

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In my party, he'd be more useful as a bard, able to use bard items, especially scrolls. I'd be willing to lose out on fighter-specific goodies like shields, a better THACO, and extra pips. I'm learning to appreciate having a secondary caster.

 

But the important thing is for you to set him up the way you want him to be used. If you envision him as more of a fighter with bardsong, then the kit is the way to go. But if you want him to still be able to function fully as a bard, then I'd go with the original plan.

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In PnP Skalds have got additional disadvantage: they cannot use any scrolls, and gain spells 3 levels later. I'm making now a sort of Tweak pack for BG2 which will fix it. Skald is one of most overpowered kit in game.

 

Maybe this can help you:

Skald

Specialty: Viking Poet/Warrior.

Qualifications: Standard ability scores. Dwarves can advance up to the 12th level as Skalds.

 

Introduction:

I'm Herak the Skald

and I am quite bald,

but I have lots of gold,

as I am quite bold.

 

It needs a little work, but I can get to that latter. Welcome! Come in by the fire and I'll tell you a bit about my clan.

 

Being a Viking, I'm a great warrior and belong to the mightiest clan of raiders ever assembled. When we go on our great forays, it is I, Herak, who records our deeds for all to hear. But that is only part of my role as a Skald. When combat is fierce, I often chant one of the great war songs of my forefathers. These songs have great power, and more than once have I turned the tide of battle in our favor.

 

When my clan isn't at war or on a raid, I work on ballads, poems, and chants. It is our tradition that the clan's elder Skald pass on those songs that establish the clan's worth to the upcoming Skalds. To these are added the greatest tales of the current clansmen. In this way, all our descendants will know how great they are. They can retell these tales, sing the ballads, and thus establish their place among the clans.

 

Being a Skald is a wonderful life. There is nothing to match rowing a longboat across a mist-shrouded bay early in the morning, in preparation for a raid on some enemy village. Everyone is silent, the only sound is the creaking of oars and soft slap of the water, and you can hear the chatter of teeth due to the cold and nerves. We eventually slip up onto land, enter the village, then I shout out a mighty chant and the fun begins.

 

Description: Skalds are honored and respected members of their clans. These great poets memorize the feats of each raid and battle, setting them down in the form of poetry.

 

Every war party loves to have a Skald in its midst. This assures that their great deeds and mighty skills will be honored in the Skald's next recital, and thereafter immortalized for all time. Members of most bands treat Skalds with utmost respect and courtesy. It is well known that the foolish warrior who maligns a Skald will soon hear his name slandered in innumerable ballads across the land.

 

Poems are the form in which Skalds honor others and themselves. Poems are also used to relate the oral history of the clan. Significant ballads are passed down from one generation to another via the Skald's talents. In this way, the lessons and deeds of the past are related to those of the present so they can be passed into the future.

 

Role: Skalds are often supported and protected by clan nobles and kings who love to hear of great duels and mighty wars. When events are unfolded in the form of poetry, it makes the telling all the more inspiring. Such men would hear Skalds relate tales of their family's glory to visitors.

 

Skalds rarely perform together unless they have entered into a poetic duel.

 

Adventuring Skalds are common. Every Skald is easily caught up in the fervor and majesty of adventure, danger, and combat. Great quests also serve as source material for their ballads and poems.

 

Secondary Skills: Armorer, Bowyer/Fletcher, Hunter, Leather worker, Weaponsmith.

 

Weapon Proficiencies: An initial proficiency slot must be spent on either the broad sword, hand axe, battle axe, or spear. At least half of the Skald's weapon proficiencies must be spent on these weapons (until they are all selected).

 

Nonweapon Proficiencies: Bonuses: Ancient History, Local History, Poetry, Singing. Suggested: Armorer, Blacksmithing, Blind-fighting, Bowyer/Fletcher, Crowd Working, Etiquette, Hunting, Leatherworking, Musical Instrument, Weaponsmithing.

 

See "Special Hindrances" concerning the reading/writing proficiency.

 

Armor/Equipment: Skalds lean toward warrior skills more than most bards. Because of this, they can wear any form of armor up to bronze plate, and they can even use shields.

 

Special Benefits:

 

War Chant: By chanting a war song, a Skald can inspire allies as they go forward into combat. For the chant to have an effect, the Skald must begin chanting at least three rounds before combat begins, otherwise his allies are too caught up in the events about them to benefit from this ability.

 

Such chanting has an effective range of ten feet per level of the Skald. The effects end as soon as the Skald receives his first wound. If the Skald does not enter the fray (and avoids being wounded), the effects end in a number of rounds equal to the Skald's level.

 

At 1st level, the Skald can choose only one of the following six effects per battle; at 3rd level two effects are chosen, three at 6th, four at 9th, etc. The Skald player chooses the effects, and can change them from one battle to the next.

 

Chanting can elevate spirits, remove concerns about danger, keep men's minds focused on combat, and fill friendly forces with a sense of being larger than life. Translated into game terms, this results in the following six possible effects for the members of the Skald's party:

 

ˇ Bonus hit points equal to the Skald's Hit Dice.

ˇ A morale bonus of 1 for every six levels of the Skald (rounded up).

ˇ A +1 bonus to all attack rolls.

ˇ A +1 bonus to all damage rolls.

ˇ A +1 bonus to all saving throws.

ˇ A -1 bonus to everyone's Armor Class.

 

Influence Reactions: If a Skald spends 1d10 rounds singing ballads, he can attempt to improve the reactions of an audience. Everyone able to clearly hear and understand the Skald must roll a saving throw vs. paralyzation with a -1 penalty per three levels of the Skald. Those who fail have their reactions to the Skald improved by one level. Those who succeed do not find the Skald's ballad to be particularly moving. Those who succeed on a natural 20 find the song to be offensive and their reactions worsen one level.

 

Battle Chant: Skalds are a bit more combative than most bards. This provides them with certain combat advantages. The Skald fights with a +1 attack roll bonus any time he is singing or chanting during combat, even a soft chant under his breath. In addition, the Skald gains a +1 damage bonus when using a broadsword, axe (any type), or spear while he is chanting, provided that he has proficiency with the weapon. These bonuses almost always apply, unless the bard is silenced, under water, etc.

 

Legend Lore: Skalds love legends about war and combat. Legend lore works the same for Skalds as it does for True Bards, except that Skalds can perform legend lore only upon magical items having to do with war or combat (e.g., weapons, armor, strength potions, etc.).

 

Special Hindrances: The Skald's society does not have a written language. Because of this, Skalds cannot take the reading/writing proficiency when created. Furthermore, they do not get the read languages ability at 3rd level if they stay in their home society. However, both of these limits are lifted once the Skald comes into contact with a culture that reads and writes. He can then pick up the reading/writing proficiency at twice the normal cost and gains the read languages ability at a 0% base (i.e., he must put points into the skill or he has a zero chance for success).

 

Skalds do not gain the use any written magical item ability at 10th level.

 

Spells are also nearly unknown in the Skald's society, and they are viewed with suspicion in any event. Thus, Skalds cannot learn any spells until they encounter a spellcasting culture. Once contact has been made, the Skald can begin casting spells when he gains his next level. At this time he is considered a 2nd-level spellcaster (providing he is at least 3rd level by this time). His spellcasting level increases by 1 every time he gains a level thereafter.

 

If your campaign does not have a Viking culture, but a player still wishes to play a Skald, assume that the character left his distant homeland and has journeyed to the existing campaign setting. This character can take reading/writing proficiency when he gains his next level, provided he has the proficiency slots available. He gains the ability to cast spells as outlined above.

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I hate to post a short reply again, but I'm literally about to fall out from sleep deprivation...

 

First:

Eirik is free to use, alter, or not use the custom Skald kit as he sees fit. Being a kit modder of sorts, it was extremely easy for me to code the tweaked Skald. I will *not* be offended if he chooses not to use it.

 

Second:

The kit *is* available on my Yahoo! group. You have to log in to access the files section. There is nothing that I can do about this (blame Yahoo!).

 

Third: I veeery quickly scanned all of the posts concerning the kit. Everything seems easily doable. However, I am veeery tired and will read the thread again either tomorrow or the next day (when I should have the time and energy to give a detailed synopsis of what is and isn't doable).

 

Fourth: Just wanted to say again: Great idea! I love Norse stuff, and a Skald NPC is an awesome idea!

 

- D

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Allow him the 18/## strength of a fighter,

 

Easy. Has almost nothing to do with the kit, in fact. Just the cre file.

 

give him somewhat the proficiencies of a fighter,

 

I can allow the kit to place any number of proficiency points in any weapon or style (via simple changes to the parameters of the ADD_KIT command), but in order to allow the kit to actually use (in other words, be able to equip) non-bardic items, I would have to code the kit with the usability flag of another class or kit (fighter, etc; as described above). If I leave the usability flag as it is, then I am limited to changing the number of proficiency points that the kit can place in weapons that the kit can already use (iow, equip).

 

I could patch certain classes of items (shields, etc) to be usable by the Skald, but the side effect of this type of thing would be that normal Skalds and all mod-added kits that use the Skald usability flag would gain the use of those items as well (complex, and requires careful coding to avoid some seriously negative side effects, but doable).

 

but penalize his magic rather strictly.

 

Depends on what you have you mind. But probably relatively easy.

 

Instead of bardsong, give him a "chant of inspiration" or some such that gives +hit/dam and increases resistance to fear.

 

Never done it, but Sorvan does some nifty, complicated things with bards in Art of Weaving. So I'd bet that this is possible. I could learn more about this type of thing if Eirik decides to use this idea.

 

Though if you're really going for a "Norse" feel or the Forgotten Realms equivalent, perhaps a custom two-handed battle axe?

 

Custom items are relatively easy, too. Just have to tailor the item to the NPC's attributes, class, etc.

 

I recommend that Eirik draft a preliminary kit concept and post it. Everyone could provide feedback, and he could revise and refine the concept as good suggestions are posted. Once a somewhat finalized version is decided upon, I could likely lend a hand coding it.

 

- D

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