As some of you may know, I'm currently working on the third (and hopefully final) revision of my Rogue ReBalancing mod. Among other things, it will include a final revision of the high level abilities for the Bard and Thief classes.
In the past revisions, I have tried to create a viable replacement for the Traps HLAs which Bioware originally gave to Bards. The reactions to this were mixed, and some people preferred the old HLAs to my changes for various reasons, though most of them stated that my HLAs were simply not useful enough, especially for the solo players. So, I decided to make one final revision which should rectify the past errors and hopefully provide some interesting possibilities.
These High Level Abilities which I offer now are loosely based on the 3.5e D&D rules and some suggestions I have received from fellow players/testers by e-mail and from this forum. In addition, I'll make the revised Bard and Thief HLAs optional and fully separate from the rest of my mod components in the next mod revision so the players can choose for themselves which ones they want to install.
Mass Charm (loosely based on 3.5e Mass Suggestion)
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 5
Area of Effect: 30 feet radius
Saving Throw: Special
By focusing his willpower the Bard influences the actions nearby creatures by suggesting a course of activity. The suggestion must be worded in such a manner as to make the activity sound reasonable. Obviously self-destructive orders are not carried out and break the enchantment. If a common language is shared, the Bard can generally force the subjects to perform as he desires, within the limits of their abilities. If no common language is shared, the character can communicate only by using basic commands, such as "Come here," "Go there," "Fight," "Stand still" etc. The creatures can attempt a saving throw vs. spells in order to avoid being controlled, but even if they succeed, there is still a 50% chance that they will suffer a mental breakdown. This will effectively cause them to enter a Berserk state (no save) and attack the nearest creature for one round.
Note: This is a supernatural spell-like ability, therefore it completely ignores any magic resistance of the subject creatures. Specific effect immunities (like the Elven innate Charm resistance) still apply while Undead, Constructs and Demonic creatures are completely unaffected by this ability. Anyone who successfully resists or frees himself from the Bard's control is much less suspectable to fall for it again, at least for a while.
Enthralling Melody (loosely based on 3.5e Mass Fascinate)
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 6
Area of Effect: 30 feet radius
Saving Throw: Special
While the Bard softly hums this catchy tune, he can amaze and enthrall any audience, even those that do not understand his language. Listeners in the area of effect must successfully save vs. paralyzation or give the Bard their undivided attention, totally ignoring their surroundings. Even enemies become stunned in amazement for 5 rounds if they fail their save. In addition, even if the saving throw is made there is still a 50% chance that opponents will become so deeply immersed into the hypnotic song that they effectively become stricken with Feeblemindness (no save) for 1 round.
Note: This is a supernatural spell-like ability, therefore it completely ignores any magic resistance of the subject creatures. Specific effect immunities still apply while Undead, Constructs and Demonic creatures are completely unaffected by this ability. Anyone who successfully resists or frees himself from the enthralling effect is much less suspectable to fall for it again, at least for a while.
Sound Burst (loosely based on the 3.5e spell)
Range: Visual range of the caster
Duration: Instantaneous
Casting Time: 4
Area of Effect: 30 feet radius
Saving Throw: Special
The Bard magically amplifies the capabilities of his musical instrument in order to fill hi surroundings with high pitched, stone shattering Sound Waves. Creatures in the nearby area take 15d6 points of magic damage and are also deafened for 5 rounds. (A deafened creature has an effective 50% chance of spellcasting failure.) A successful save vs. breath halves the damage and negates the deafness.
Note: This is a supernatural spell-like ability, therefore it completely ignores any magic resistance of the subject creatures.
Lingering Song (loosely based on the 3.5e feat)
Requires: Enhanced Bard Song
Once a Bard's musical talents have reached a significant level, his music can stay with the listeners long after the last note has died away. After the Bard stops playing, the effects of his or her song last an additional 2 rounds.
Crippling Strike (loosely based on the 3.5e ability)
An experienced Rogue can use the knowledge of his opponents' weak spots to gain an advantage in combat. For five rounds after this ability is activated, every attack of the Rogue deals a devastating blow that weakens an enemy. Any time the Rogue makes a successful attack he deals maximum damage, the Strength score of his victim is lowered to 10 (save vs. death to avoid) for 5 rounds, and there is also a 50% chance that the opponent will be Slowed or Blinded for 3 rounds (no save).
Note: This is a supernatural spell-like ability, therefore it completely ignores any magic resistance of the subject creatures. Crippling Strike can be applied to each opponent only once.
Special Notes:
- Blades don't get Enhanced Bard song and Lingering Song. Instead, they gain the Whirlwind and Crippling Strike HLAs.
- Bonuses from the Bard songs of the same type no longer stack, i.e. five Skalds singing will no longer net a 20 point bonus to damage...etc.
- Mass Charm and Enthralling Melody have a 5 round 'cooldown' period. This means that you won't be able to repeatedly charm/stun the same opponent(s). It was done for balance reasons.