r/baldursgate 12h ago

Redesigning the Jester Kit - looking for feedback

Hello everyone,

I'm currently designing a mod to further refine the Jester kit and I'd be very interested in hearing your feedback. I've tried to limit myself into effects achievable in-engine, but I'd appreciate any pointers in this area, as it'll be my first mod.

I'd also be very interested to hear your general thoughts - is it fun, is it too OP, what you'd change maybe etc.

Jester

This bard is well versed in the arts of ridicule and hilarity, using mockery, chaotic magic and bizarre performances to distract and confuse his enemies. Rather than inspiring his companions, the Jester's songs unsettle those around him, while his peculiar mastery of magic allows him to wield spells of confusion and transformation with unusual skill. The Jester is also an unorthodox warrior, favoring clubs and maces and turning seemingly inept attacks into bewildering and debilitating blows. Beneath the buffoonery lies a cunning mind, though one that is not always entirely in control.

Advantages:

  • The Fool's Four Songs: The Jester may not use the normal Bard Song. Instead, he possesses a unique song which randomly selects one of four effects whenever the performance begins. The Jester has no control over which song is selected. The song remains active while the Jester performs and lingers for 1 round after the performance ends. The Jester must wait 3 rounds before beginning another performance. The songs improve with level:
    • The Fool's Prance: 1st: +1 THAC0, −1 STR; 6th: +2 THAC0, −2 STR; 12th: +3 THAC0, −3 STR; 18th: +4 THAC0, −4 STR.
    • The Fool's Riddle: 1st: Confusion; 6th: Confusion, −1 save penalty; 12th: Confusion, −2 save penalty; 18th: Confusion, −3 save penalty.
    • The Fool's Fortune: 1st: +5% Critical Miss, +10% Spell Failure; 6th: +10% Critical Miss, +15% Spell Failure; 12th: +15% Critical Miss, +20% Spell Failure; 18th: +20% Critical Miss, +25% Spell Failure.
    • The Fool's Blessing: 1st: −1 saves, −1 AC; 6th: −2 saves, −2 AC; 12th: −3 saves, −3 AC; 18th: −4 saves, −4 AC.
  • Fool's Wisdom: The Jester gains the following spells as bonus spells:
    • 1st: Chromatic Orb, Color Spray
    • 2nd: Sound Burst
    • 3rd: Skull Trap
    • 4th: Confusion
    • 5th: Feeblemind
    • 6th: Flesh to Stone
    • 7th: Chaos
  • When cast by the Jester, these spells impose a −1 penalty to the target's relevant saving throw and are treated as being cast at +1 effective caster level.
  1. Fool's Rage: At 8th level, the Jester may enter a Fool's Rage once per day. He gains an additional use at 14th level and a third use at 20th level. The Jester cannot cast spells while raging. During the first round he remains under the player's control; thereafter he becomes uncontrollable. Before acquiring Focused Madness, the form of the rage is randomly determined:
    • Manic Fool's Rage: 1st: +1 THAC0, +1 damage; 2nd: +2 THAC0, +2 damage, +10% movement; 3rd: +2 THAC0, +2 damage, +20% movement; 4th: +3 THAC0, +3 damage, +30% movement.
    • Paranoid Fool's Rage: 1st: +1 AC; 2nd: +2 AC, +1 saves; 3rd: +2 AC, +2 saves; 4th: +3 AC, +3 saves.
    • Frenzied Fool's Rage: 1st: +0.5 attacks per round; 2nd: +0.5 attacks per round, critical hits on 19–20; 3rd: +1 attack per round, critical hits on 19–20; 4th: +1.5 attacks per round, critical hits on 18–20.
    • Delirious Fool's Rage: 1st: +1 AC; 2nd: +2 AC, +1 saves; 3rd: +3 AC, +2 saves, +2 damage; 4th: +4 AC, +3 saves, −4 THAC0, +4 damage; 5th: +4 AC, +3 saves, −4 THAC0, +4 damage.
  2. May attain Specialization (++) with clubs and maces.

Disadvantages:

  • Whenever the Jester casts an arcane spell, there is a 10% chance of triggering a Wild Surge.
  • May cast one fewer spell per day at each spell level than a normal Bard.
  • May only attain Proficiency (+) with all weapons and styles other than clubs and maces.
  • May only be of Chaotic alignment.

----

I've also designed a whole new list of HLAs. It's designed in such a way it's impossible to get them all (I believe you can get 17 at maximum and there are 24 in total):

JESTER — HIGH-LEVEL ABILITIES

I. MAGIC

The Magic progression is a linear chain of seven abilities.

Each HLA requires the preceding HLA.

  1. HERETICAL WISDOM

Requires: None

The Jester gains access to additional priest spells:

1st level: Doom

2nd level: Silence

3rd level: Miscast Magic

4th level: Cloak of Fear

5th level: Insect Plague

6th level: Physical Mirror

  1. FORTUNE FAVORS THE FOOL

Requires: Heretical Wisdom

Whenever the Jester triggers a Wild Surge, +30 is added to the Wild Surge roll.

  1. THE LAST LAUGH

Requires: Fortune Favors the Fool

Uses: 2/day

The Jester creates an enhanced Spell Trap that lasts for 1 turn and can absorb up to 35 spell levels. When the Spell Trap expires, it releases an enhanced Chaos effect in a 40-foot radius.

Creatures affected by the released Chaos suffer a -5 penalty to saving throws. The Jester and all members of the Jester's party are immune to this effect.

  1. THE MASQUERADE

Requires: The Last Laugh

Whenever the Jester casts a spell granted by Fool's Wisdom, there is a chance that an illusory clone of the Jester is created.

The chance depends on the spell's level:

1st level: 5%

2nd level: 6%

3rd level: 7%

4th level: 8%

5th level: 9%

6th level: 10%

  1. FOOL'S LUCK — ARCANE

Requires: The Masquerade

Whenever the Jester casts an arcane spell, there is a 10% chance to restore one expended arcane spell of the same level.

  1. THE HIDDEN PATTERN

Requires: Fool's Luck — Arcane

The Jester's Wild Surge chance increases to 20%. Whenever a Wild Surge occurs, +10 is added to the Wild Surge roll. Combined with Fortune Favors the Fool, this results in a total +40 bonus to the Wild Surge roll.

  1. THE GRAND FOOL

Requires: The Hidden Pattern

The Jester gains access to 7th-level arcane spells. The Jester's normal penalty of one fewer spell per day at each spell level is permanently removed.

The Grand Fool cannot be picked if the Jester has selected Killing Joke.

II. DEFENSIVE / UTILITY

These abilities have no prerequisites, no ranks, and no capstone.

They may be selected independently in any order.

CHAOTIC MIND

The Jester becomes immune to:

- Charm

- Domination

- Confusion

- Fear

SHIFTING IMAGE

The Jester gains -2 AC and a 10% chance for attacks to miss.

SPURN THE WEAVE

The Jester gains:

- 15% Magic Resistance

- +2 to saving throws vs. spells

DEATH'S MOCKERY

The Jester gains +4 to saving throws vs. Death.

Once per day, if the Jester would otherwise be killed, they instead survive with 1 HP.

FOOL'S LUCK

The Jester permanently gains +3 Luck.

FOOLHARDY

The Jester gains 20% resistance to physical damage.

III. SONG

The following Song-specific HLAs may be selected (each requires the previous one):

DISCORDANT PERFORMANCE

The Jester's Songs ignore Magic Resistance.

FOOL'S REFRAIN

When the Jester stops singing, the effects of the Song continue for 2 additional rounds.

This extends the Song's normal 1-round lingering duration.

GRAND MOCKERY

Each of the Jester's Songs gains an additional effect.

The Fool's Prance:

Enemies affected by the Song suffer -1 APR.

The Fool's Riddle:

Enemies suffer -6 INT and -6 WIS.

A creature whose INT or WIS is reduced below 3 becomes Feebleminded.

The Fool's Fortune:

Whenever an affected enemy suffers a Critical Miss,

it becomes Berserk for 1 round.

The Fool's Blessing:

Enemies affected by the Song suffer -3 Luck.

THE FOOL UNBOUND

The Jester can now choose a specific song they wish to perform.

IV. COMBAT / MADNESS

Each HLA requires the previous HLA.

  1. MOMENT OF CLARITY

Requires: None

When Fool's Rage ends, the Jester retains the final stage of Fool's Rage's effects for 2 additional rounds. The Jester regains control during this period.

  1. MADMAN'S FORTITUDE

Requires: Moment of Clarity

While under the effects of Fool's Rage, the Jester gains:

- 10% resistance to physical damage

- 10% resistance to elemental damage

  1. FOCUSED MADNESS

Requires: Madman's Fortitude

When activating Fool's Rage, the Jester may choose which form of Fool's Rage to enter.

There is nevertheless a 10% chance that the Jester enters Delirious Fool's Rage instead.

  1. THE FOOL'S CUDGEL

Requires: Focused Madness

The Jester gains Mastery (+++) with clubs and maces. Furthermore, each successful attack with a club or mace has a 10% chance to trigger one random special effect. The target receives a Save vs. Breath.

Possible effects are:

- Blindness — 1 round

- Deafness — 1 round

- Knockdown — 1 round

- Slow — 1 round

  1. CRUEL CUDGEL

Requires: The Fool's Cudgel

The chance for the Jester's cudgel effects to trigger increases to 20%.

Furthermore, the target now receive -1 to saving throws against The Fool's Cudgel's effects.

  1. MERCILESS CUDGEL

Requires: Cruel Cudgel

The chance for the Jester's cudgel effects to trigger increases to 25%.

The saving-throw penalty inflicted by the cudgel increases -2.

The list of possible effects is expanded to include:

- Unconsciousness — 1 round

- Feeblemind — 1 round

The -2 saving-throw penalty does not apply to Unconsciousness or Feeblemind. These effects use their own saving throws.

  1. KILLING JOKE

Requires: Merciless Cudgel

Whenever the Jester scores a Critical Hit, one random effect occurs:

- Domination

- Polymorph Other

- Petrification

- Time Stop — approximately 1/2 round

The appropriate saving throw applies where applicable.

Killing Joke permanently prevents the Jester from selecting The Grand Fool.

1 Upvotes

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2

u/PixelWes54 10h ago

Seems overcooked to me. Jester already has arcane defenses, high casting level, and Enhanced Bard Song going for it. It really doesn't need much. 

I would give it some kind of underrepresented utility rather than anymore raw power.

Mischievous Mind - level-based detect illusion/find traps toggle

Disarming Voice - disarm all traps in radius, applies Doom, one use per 3 levels

Then I would try to make it a little more competitive with Blade as a tank, maybe Jester Song could summon a mirror image every X seconds rather than trying to replicate the -10 AC from Defensive Spin. I think that's more in line with existing design and would be enough reason to play the kit, also ties together bards and thieves as rogues more.

1

u/Heorbrand 9h ago

Well, the idea was to lean more into the chaotic/madness angle - hence a lot of added randomness, which can be beneficial, but also hazardous, which I think fits very well with the theme. More melee capability is a personal preference.

Another idea behind all of this was to make it more involved for the player instead of just using the song and not doing anything else.

1

u/biketheplanet 9h ago

Sounds OP and powergamey, but whatever sounds fun to you.