neverwinter nights bardsong
The Hills of Absher are a geographical formation on the road between Baerlon and Whitebridge from the Wheel of Time novels by Robert Jordan.
Sorry for the big mess, it doesn't actually look like that.
Begining with Episode 12: Hordes! to the initial bard song but don't quote me on that. Shades,... “if you should fail, then a heavy price will be paid by all... even the dead.” So, I've been a real busy litte bee here. I hope that makes sense. Knowledge is limited. For now, I will just make the class a prc bard one, making it so that bard song is required for the class, so both single-classed bards and multi-classed bards can take levels in it, and do some custom feats instead that add on to the bard song like for instance (Heart Song gives +2 Persuade, +2 Tumble, +2 Perform skill checks) to both bard song and its associated perform skill as well as two other skills that make sense with the idea I am composing here.
/////////////////////////////////////////////////////////////////////////// ////////////////////////////Tale of Heroics//////////////////////////////// /////////////////////////////////////////////////////////////////////////// ////for the custom class 'Storyteller' which is a bard prc//// //Gives cumulative bonuses to Attack and Damage rolls per 2 levels of //Storyteller class acquired, up to a total of +5// void main() { //Declare major variables int nLevel = GetLevelByClass(CLASS_TYPE_STORY_TELLER); int nRanks = GetSkillRank(SKILL_PERFORM); int nChr = GetAbilityModifier(ABILITY_CHARISMA); int nPerform = nRanks; int nDuration = 10 + nChr; effect eAttack; effect eDamage; int nAttack; int nDamage; //SpeakString("Level: " + IntToString(nLevel) + " Ranks: " + IntToString(nRanks)); if(nPerform >= 21 && nLevel >= 10) { nAttack = 5; nDamage = 5; } else if(nPerform >= 19 && nLevel >= 9) { nAttack = 5; nDamage = 5; } else if(nPerform >= 17 && nLevel >= 8) { nAttack = 4; nDamage = 4; } else if(nPerform >= 15 && nLevel >= 7) { nAttack = 4; nDamage = 4; } else if(nPerform >= 13 && nLevel >= 6) { nAttack = 3; nDamage = 3; } else if(nPerform >= 11 && nLevel >= 5) { nAttack = 3; nDamage = 3; } else if(nPerform >= 9 && nLevel >= 4) { nAttack = 2; nDamage = 2; } else if(nPerform >= 7 && nLevel >= 3) { nAttack = 2; nDamage = 2; } else if(nPerform >= 5 && nLevel >= 2) { nAttack = 1; nDamage = 1; } else if(nPerform >= 3 && nLevel >= 1) { nAttack = 1; nDamage = 1; } effect eVis = EffectVisualEffect(VFX_DUR_TALE_OF_HEROICS); { eAttack = EffectAttackIncrease(nAttack); eDamage = EffectDamageIncrease(nDamage, DAMAGE_TYPE_BLUDGEONING); effect eLink = EffectLinkEffects(eAttack, eDamage); } effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); eLink = EffectLinkEffects(eLink, eDur); { effect eImpact = EffectVisualEffect(VFX_IMP_HEAD_SONIC); effect eFNF = EffectVisualEffect(VFX_FNF_LOS_NORMAL_30); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, GetLocation(OBJECT_SELF)); } object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF)); while(GetIsObjectValid(oTarget)) { if(!GetHasFeatEffect(FEAT_TALE_OF_HEROICS, oTarget)) { if(oTarget == OBJECT_SELF) { effect eLinkStoryteller = EffectLinkEffects(eLink, eVis); eLinkStoryteller = ExtraordinaryEffect(eLinkStoryteller); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLinkStoryteller, oTarget, RoundsToSeconds(nDuration)); } else if(GetIsFriend(oTarget)) { eLink = ExtraordinaryEffect(eLink); ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oTarget); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)); } } oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF)); } }. Due to an unusual amount of traffic from your Internet provider, we need to confirm that you're human. Oh, and not all of them are bard song classes by the way, as there's going to be quite a variety when I am all done with them.
The thing is, that second class is gonna be a druid prc only that has its own nature song.
More specifically, I want to create two separate bard song scripts, name them something else, AND change the game mechanics for them.
The orc hordes gather in the north, the Thay empire slowly spreads its influence over the continent. I am doing the same for yet another bard song feat called 'Tale of Bravery' that will add a total of +10 to the Will save over the same number of custom class levels. Description: Bards often serve as negotiators, messengers, scouts, and spies.
Thanks for the response. Imagination encircles the world. In an attempt to save the already doomed city of Sosiane, the PCs arrive to a scene of death and destruction.
They say the streets of Calimport are paved with gold, for the right individual. Will your party be able to... Steve Jackson and Ian Livingstone's classic Fighting Fantasy Gamebook comes to life! I'll have to play around with it. The higher the bard's final perform skill and class level, the better the bard song. If nothing else works, you can go though it and hit Enter as needed to make it look better. to the initial bard song but don't quote me on that. As before, it is a standalone work and can be played independantly... Two months after your strange experiences in the mansion, you arrive at your destination at last: the city of Narcopolis. Choices and such and what songs/bonuses to use. The Devil in the Stone is a module that is set in the actual historical settings of the Medieval Europe, and not in the D&D universe. Here it is... version 1.31... and as promised, it'll be my final version of this module. Bard Faq v .95 by StephenHawking junglechoi2000@yahoo.com I. I decided to change this and not just add on top of what's already there, since I want to create separate song scripts entirely that work outside the bard song feat, but still uses the same mechanics and Perform skill to get it to work properly. Regarding the scripting that is. © 2020 CBS Interactive Inc. All rights reserved. There will be more bard song tweakage for other custom classes, but I want to know if some/all of this is possible to begin with or if I am just wasting my time. The histories and made-up philosophies. The possibilities are endless. Pretty much the question is if I wanted to change the bard song for this custom class, how would I go about doing that? Why? Expect long dialogues with... Each day you wait above decks with great anticipation for the familiar mountain ranges of your native homeland to emerge on the horizon. So could use more information there, thanks. After finding out the truth about the prisoner, your focus turns toward another adversary, one Albertus Magister of Selgaunt. Currently working on a total of 4 new hak packs, one with 2 classes in it, one with 5 classes, one with 6 classes and the other with 15 in it.
So, yeah that's just the tip of the iceberg here.
Imagination is more important than knowledge. A friend needed it. Basically this song will be one of four custom songs that work independently of both Bard Song and Curse Song, 2 songs for each template, that is. It improves Attack Bonus, Damage, Armor Class (Dodge AC), Saves, Skills and adds temporary hitpoints. I also decided to do this because I still want to give players a reason to use the original bard song since each song does something different. Celain, former Archmage to the City and Cathedral Fortress of Corritan. As you cross the creepy Hullack Forest, you find yourself and a group of adventurers surrounded by zombies. - Bilbo Baggins, Nope, still not working.
As well as the usual Charisma score too.
BardSong 1 - Earth and Sky Migrate Wizard This is the beginning of a bard-based single player campaign, featuring lots of dialogue, henchmen with very different personalities, and …
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