Custom Songs: Difference between revisions
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==Custom Songs== | |||
== | In addition to the default Bard Song & Curse Song, bards on EFU can learn server-specific Custom Songs. These songs will be discovered in-game during the course of your character's adventures! The more common songs can be purchased in Ephia's Well, but there also exists rarer, more prestigious music, hidden deep among the secrets and treasures buried in the ash desert. | ||
A good starting location for aspiring bards is Elossi's, located in Ephia's Well main plaza. There is always a minstrel or two performing at such a frequented location, and many willing to sell song sheets from their collection. The prices, effects, and rarity of such songs will vary. Players are able to freely compose and share songs with one another, using their songbooks as well. | |||
==Songsheets and Songbooks== | |||
Bards may use the command '''"/c songbook activate <#>"''' to rapidly switch between custom songs and/or create hotbar text macros which do so for them. For the below songs and everyone's convenience, their values are listed in addition to their name. | |||
In the | *In order to access the custom Bard songs available in EFU: Sands of Intrigue, a Songbook item is required - you will receive one when you activate a perk or buy one from a store. | ||
*You can add a song to your songbook either by using a songsheet on your songbook or absorbing another songbook into yours (either by being gifted a songbook or stealing one from another Bard). | |||
*To absorb a songbook into yours use it like you would a songsheet and target the songbook you want to absorbs the songs into. | |||
*There are two varieties of custom Bard songs in EFU. The variety that are beneficial to your allies and the cursed variety which affect enemies via damage, negative effects or even damage. | |||
*You can scribe cursed songs to your songbook without the Cursed Song feat but you will not be able to use them. | |||
*There are two types of songs you can have active at any given moment in EFU. First, the Cursed Song feat (which requires you to take the feat to use) and only affects hostile targets. Second, any other custom bard song of which there are two types of - inspiring which typically affects allies positively or cursed which typically affects hostile targets negatively (and requires the Cursed Song feat to use but not to scribe into your songbook). | |||
*For every 3 points of the Bard's total Perform skill Bard songs will last 1 extra round. Additionally, every character level over 5 grants another round of duration. | |||
==Standard Songs== | |||
====(0) Default NWN Bard Song ==== | ====(0) Default NWN Bard Song ==== | ||
''This can be swapped back to with /c songbook activate 0'' | ''This can be swapped back to with /c songbook activate 0'' | ||
Level 1: +1 AB, +1 Physical Damage | |||
Level 2: +1 AB, +1 Physical Damage, +1 Will | |||
Level 3: +1 AB, +2 Physical Damage, +1 Will, +1 Fortitude | |||
Level 6: +1 AB, +2 Physical Damage, +1 Universal, +1 to all skills | |||
Level 8: +2 AB, +2 Physical Damage, +1 Universal, +1 to all skills, +8 Temporary HP | |||
Level 11: +2 AB, +2 Physical Damage, +2 Dodge AC, +1 Universal, +1 to all skills, +8 Temporary HP, | |||
====(21) Lesser Chant of Old Netheril==== | ====(21) Lesser Chant of Old Netheril==== | ||
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Level 3: +1 AB, +2 Spellcraft, +1 Magic Damage, | Level 3: +1 AB, +2 Spellcraft, +1 Magic Damage, | ||
Level 6: +1 AB, +2 Spellcraft, +1 Magic Damage, +1 Fortitude, +1 Will | Level 6: +1 AB, +2 Spellcraft, +1 Magic Damage, +1 Fortitude, +1 Will | ||
====(33) Spellsong’s Chant==== | ====(33) Spellsong’s Chant==== | ||
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Level 8: +2 Magic Damage, 12 SR, Damage Shield (1 Magic) | Level 8: +2 Magic Damage, 12 SR, Damage Shield (1 Magic) | ||
Level 11: +2 Magic Damage, 14 SR, Damage Shield (2 Magic) | Level 11: +2 Magic Damage, 14 SR, Damage Shield (2 Magic) | ||
====(37) Wild Pipings of the Rat Prince==== | ====(37) Wild Pipings of the Rat Prince==== | ||
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Level 1: +2 Animal Empathy, +2 Bluff, +4 vs Disease, Summon 1 Rat Ally | Level 1: +2 Animal Empathy, +2 Bluff, +4 vs Disease, Summon 1 Rat Ally | ||
Level 3: +1 Piercing Damage, +2 Animal Empathy, +2 Bluff, +4 vs Disease, Summon 2 Rat Allies, +2 Hide, +2 | Level 3: +1 Piercing Damage, +2 Animal Empathy, +2 Bluff, +4 vs Disease, Summon 2 Rat Allies, +2 Hide, +2 Move Silently | ||
Level 6: +1 Piercing Damage, +2 Animal Empathy, +2 Bluff, +4 vs Disease, Summon 3 Rat Allies, +2 Hide, +2 | Level 6: +1 Piercing Damage, +2 Animal Empathy, +2 Bluff, +4 vs Disease, Summon 3 Rat Allies, +2 Hide, +2 Move Silently, +10% Movement Speed | ||
====(44) March of the Battle Mages==== | ====(44) March of the Battle Mages==== | ||
''An enchanted battlemarch that greatly enhances the abilities of mages.'' | ''An enchanted battlemarch that greatly enhances the abilities of mages.'' | ||
Level 1: +1 Concentration, +1 Spellcraft, MAGES: +1 AC | Level 1: +1 Concentration, +1 Spellcraft, MAGES: +1 Shield AC | ||
Level 3: +2 Concentration, +2 Spellcraft, +1 Fortitude, MAGES: +1 AC | Level 3: +2 Concentration, +2 Spellcraft, +1 Fortitude, MAGES: +1 Shield AC | ||
Level 6: +1 AB, +1 Magic Damage, +2 Concentration, +2 Spellcraft, +1 Fortitude, MAGES: +2 AC, 1 round of Haste | Level 6: +1 AB, +1 Magic Damage, +2 Concentration, +2 Spellcraft, +1 Fortitude, MAGES: +2 Shield AC, 1 round of Haste | ||
Level 8: +1 AB, +2 Magic Damage | Level 8: +1 AB, +2 Magic Damage, +3 Concentration, +3 Spellcraft, +1 Fortitude, MAGES: +2 Shield AC, 2 rounds of Haste | ||
Level 10: +2 AB, +2 Magic Damage | Level 10: +2 AB, +2 Magic Damage, +3 Concentration, +3 Spellcraft, +2 Fortitude, MAGES: +2 Shield AC, 4 rounds of Haste | ||
*MAGES effect is only given to Wizards and Sorcerers. | |||
====(45) Whistles of the Thief==== | ====(45) Whistles of the Thief==== | ||
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Level 1: +1 Dex, +1 Open Lock, +1 Disable Trap, +1 Pickpocket, +1 Set Trap, +1 Tumble | Level 1: +1 Dex, +1 Open Lock, +1 Disable Trap, +1 Pickpocket, +1 Set Trap, +1 Tumble | ||
Level 3: +1 Dex, +2 Open Lock, +2 Disable Trap, +2 Pickpocket, +1 Set Trap, +1 Tumble, +1 Reflex | Level 3: +1 Dex, +2 Open Lock, +2 Disable Trap, +2 Pickpocket, +1 Set Trap, +1 Tumble, +1 Reflex | ||
Level 6: +1 Dex, +2 Open Lock, +2 Disable Trap, +2 Pickpocket, +1 Set Trap, +1 Tumble, +2 Reflex, 10% | Level 6: +1 Dex, +2 Open Lock, +2 Disable Trap, +2 Pickpocket, +1 Set Trap, +1 Tumble, +2 Reflex, 10% Movement Speed Increase | ||
Level 8: +2 Dex, Find Traps is cast, +3 Open Lock, +3 Disable Trap, +3 Pickpocket, +2 Set Trap, +2 Tumble, +2 Reflex, 15% | Level 8: +2 Dex, Find Traps is cast, +3 Open Lock, +3 Disable Trap, +3 Pickpocket, +2 Set Trap, +2 Tumble, +2 Reflex, 15% Movement Speed Increase | ||
====(46) Shouts of the Wildlings==== | ====(46) Shouts of the Wildlings==== | ||
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Level 1: +1 AB, -1 AC, +1 Bludgeoning DMG, +1 STR, +2 Intimidate, -1 Discipline, | Level 1: +1 AB, -1 AC, +1 Bludgeoning DMG, +1 STR, +2 Intimidate, -1 Discipline, | ||
Level 6: +2 AB, -2 AC, +2 Bludgeoning DMG, +1 STR, +3 Intimidate, -2 Discipline, +2 Fort, -2 Will, 5% Immunity against Physical Damage | Level 6: +2 AB, -2 AC, +2 Bludgeoning DMG, +1 STR, +3 Intimidate, -2 Discipline, +2 Fort, -2 Will, 5% Immunity against Physical Damage | ||
Level 8: +2 AB, -2 AC, +2 Bludgeoning DMG, +2 STR, +4 Intimidate, -3 Discipline, +3 Fort, -3 Will, 5% Immunity against Physical Damage | Level 8: +2 AB, -2 AC, +2 Bludgeoning DMG, +2 STR, +4 Intimidate, -3 Discipline, +3 Fort, -3 Will, 5% Immunity against Physical Damage | ||
====(47) | ====(47) Sha'ir’s Catchy Tune==== | ||
''A catchy tune that travelers sing to themselves as they travel through the unknown.'' | ''A catchy tune that travelers sing to themselves as they travel through the unknown.'' | ||
Level 1: +1 AB, +1 Piercing Damage, +1 Dex, +1 Tumble, +1 Listen, +1 Spot, +1 Search, +1 Reflex, | Level 1: +1 AB, +1 Piercing Damage, +1 Dex, +1 Tumble, +1 Listen, +1 Spot, +1 Search, +1 Reflex, TRAVEL: 5% Movement Increase | ||
Level 3: +1 AB, +1 Piercing Damage, +1 Dex, +1 Tumble, +2 Listen, +2 Spot, +2 Search, +1 Reflex, | Level 3: +1 AB, +1 Piercing Damage, +1 Dex, +1 Tumble, +2 Listen, +2 Spot, +2 Search, +1 Reflex, TRAVEL: 5% Movement Increase | ||
Level 6: +2 AB, +1 Piercing Damage, +1 Dex, +2 Tumble, +2 Listen, +2 Spot, +2 Search, +1 Reflex, 5% | Level 6: +2 AB, +1 Piercing Damage, +1 Dex, +2 Tumble, +2 Listen, +2 Spot, +2 Search, +1 Reflex, 5% Movement Increase, Immunity to Entangle/Grease/Web, TRAVEL: 10% Movement Increase | ||
Level 8: +2 AB, +2 Piercing Damage, +2 Dex, +2 Tumble, +3 Listen, +3 Spot, +3 Search, +2 Reflex, 5% | Level 8: +2 AB, +2 Piercing Damage, +2 Dex, +2 Tumble, +3 Listen, +3 Spot, +3 Search, +2 Reflex, 5% Movement Increase, Immunity to Entangle/Grease/Web, TRAVEL: 15% Movement Increase | ||
*TRAVEL effects are only given to Rangers and Clerics with Travel as their sub-domain. | |||
====(48) Orchestra of Sounds==== | ====(48) Orchestra of Sounds==== | ||
''A loud and distracting song that goes nowhere, but still manages to inspire (though mostly the singer themselves).'' | ''A loud and distracting song that goes nowhere, but still manages to inspire (though mostly the singer themselves).'' | ||
Level 1: +1 AB +1 Sonic Damage; SINGER: +1 Perform, +1 AC; LISTENER: -1 Concentration, -1 AC | Level 1: +1 AB +1 Sonic Damage; SINGER: +1 Perform, +1 Natural AC; LISTENER: -1 Concentration, -1 AC | ||
Level 6: +2 AB, +2 Sonic Damage, SINGER: +2 Perform, +1 AC, +1 Against Mind Affecting; LISTENER: -2 Concentration, -1 AC | Level 6: +2 AB, +2 Sonic Damage, SINGER: +2 Perform, +1 Natural AC, +1 Against Mind Affecting; LISTENER: -2 Concentration, -1 AC | ||
Level 8: +2 AB, +1D4 Sonic Damage, +2 Against Mind Affecting; SINGER: +4 Perform, +1 Universal, +1 | Level 8: +2 AB, +1D4 Sonic Damage, +2 Against Mind Affecting; SINGER: +4 Perform, +1 Universal, +1 to all skills, +1 CHA, +2 Natural AC; LISTENER: -3 Concentration, -2 AC | ||
Level 10: +3 AB, +1D4 Sonic Damage, +3 Against Mind Affecting; SINGER: +4 Perform, +2 Universal, +2 | Level 10: +3 AB, +1D4 Sonic Damage, +3 Against Mind Affecting; SINGER: +4 Perform, +2 Universal, +2 all skills, +2 CHA, +2 Natural AC; LISTENER: -3 Concentration, -3 AC | ||
*SINGER effects are only given to the Bard that sings. | |||
*LISTENER effects are given to all other affected allied creatures (excluding the singer). | |||
**It is considered exploitive, and against the intent of this song, to lower the AC of enemies. | |||
====(49) Tales of the Azer Hero==== | ====(49) Tales of the Azer Hero==== | ||
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Level 8: +2 AB, +2 Fire Damage, +2 Fort, +3 Discipline, +2 Against Fear; DWARF: Damage Shield (1d4 Fire) | Level 8: +2 AB, +2 Fire Damage, +2 Fort, +3 Discipline, +2 Against Fear; DWARF: Damage Shield (1d4 Fire) | ||
Level 10: +2 AB, +3 Fire Damage, +3 Fort, +4 Discipline, +2 Against Fear; DWARF: Damage Shield (1d6 Fire) | Level 10: +2 AB, +3 Fire Damage, +3 Fort, +4 Discipline, +2 Against Fear; DWARF: Damage Shield (1d6 Fire) | ||
*DWARF effects are given to dwarves. | |||
====(50) Ode to the Avariel==== | ====(50) Ode to the Avariel==== | ||
''An ode written by an elf poet, to his now almost extinct Avariel cousins.'' | ''An ode written by an elf poet, to his now almost extinct Avariel cousins.'' | ||
Level 1: +1 AB, +1 Electrical; HALF-ELF: 2% | Level 1: +1 AB, +1 Electrical; HALF-ELF: 2% Movement Increase; ELF: 5% Movement Increase | ||
Level 3: +1 AB, +1 Electrical, +1 Tumble; HALF-ELF: 2% | Level 3: +1 AB, +1 Electrical, +1 Tumble; HALF-ELF: 2% Movement Increase; ELF: 5% Movement Increase | ||
Level 6: +1 AB, +1 Electrical, +2 Tumble, +1 Reflex; HALF-ELF: 5% | Level 6: +1 AB, +1 Electrical, +2 Tumble, +1 Reflex; HALF-ELF: 5% Movement Increase; ELF: 10% Movement Increase, 5% Concealment | ||
Level 8: +2 AB, +2 Electrical, +3 Tumble, +2 Reflex, 5% | Level 8: +2 AB, +2 Electrical, +3 Tumble, +2 Reflex, 5% Movement Increase; HALF-ELF: 10% Movement Increase; ELF: 15% Movement Increase, 10% Concealment | ||
Level 10: +2 AB, +2 Electrical, +4 Tumble, +3 Reflex, 10% | Level 10: +2 AB, +2 Electrical, +4 Tumble, +3 Reflex, 10% Movement Increase; HALF-ELF: 15% Movement Increase; ELF: 20% Movement Increase, 10% Concealment | ||
*HALF-ELF effects are given to half-elves. | |||
*ELF effects are given to only elves. | |||
====(51) Spooky Party Song==== | ====(51) Spooky Party Song==== | ||
''An upbeat spooky song that Undead have shown quite a positive reaction to.'' | ''An upbeat spooky song that Undead have shown quite a positive reaction to.'' | ||
Level 1: +1 Negative Energy Damage; UNDEAD: +1 AC, 5% Concealment | Level 1: +1 Negative Energy Damage; UNDEAD: +1 Dodge AC, 5% Concealment | ||
Level 3: +1 AB, +1 Negative Energy Damage, +1 Fort; UNDEAD: +1 AC, 10% Concealment | Level 3: +1 AB, +1 Negative Energy Damage, +1 Fort; UNDEAD: +1 Dodge AC, 10% Concealment | ||
Level 6: +1 AB, +1 Negative Energy Damage, +1 Fort, 5% Against Divine, 5% Against Positive; UNDEAD: +2 AC, 10% Concealment | Level 6: +1 AB, +1 Negative Energy Damage, +1 Fort, 5% Against Divine, 5% Against Positive; UNDEAD: +2 Dodge AC, 10% Concealment | ||
Level 8: +1 AB, +2 Negative Energy Damage, +2 Fort, 10% Against Divine, 10% Against Positive; UNDEAD: +2 AC, 20% Concealment, Damage Reduction 5/+1 | Level 8: +1 AB, +2 Negative Energy Damage, +2 Fort, 10% Against Divine, 10% Against Positive; UNDEAD: +2 Dodge AC, 20% Concealment, Damage Reduction 5/+1 | ||
Level 10: +2 AB, +2 Negative Energy Damage, +2 Fort, 20% Against Divine, 20% Against Positive; UNDEAD: +2 AC, 30% Concealment, Damage Reduction 10/+1 | Level 10: +2 AB, +2 Negative Energy Damage, +2 Fort, 20% Against Divine, 20% Against Positive; UNDEAD: +2 Dodge AC, 30% Concealment, Damage Reduction 10/+1 | ||
*UNDEAD effects are given to only the undead. | |||
====(54) | ====(54) Swamp Noises==== | ||
''While not very musical, residents of the | ''While not very musical, residents of the swamp are proud of such a “song.”'' | ||
Level 1: +1 AB, +1 Listen, +1 Hide, +1 Spot, +1 Animal Empathy, Summon 1 Frog Ally; | Level 1: +1 AB, +1 Listen, +1 Hide, +1 Spot, +1 Animal Empathy, Summon 1 Frog Ally; SWAMP: +1 Against Disease/Poison, +1 Acid Damage; NOT SWAMP: -1 CHA | ||
Level 6: +1 AB,+1 Listen, +1 Hide, +1 Spot, +2 Animal Empathy, Summon 1 Frog Ally; | Level 6: +1 AB,+1 Listen, +1 Hide, +1 Spot, +2 Animal Empathy, Summon 1 Frog Ally; SWAMP: +2 Against Disease/Poison, +2 Acid Damage; NOT SWAMP: -1 CHA | ||
Level 8: +2 AB, +2 Listen, +2 Hide, +2 Spot, +4 Animal Empathy, Summon 2 Frog Allies; | Level 8: +2 AB, +2 Listen, +2 Hide, +2 Spot, +4 Animal Empathy, Summon 2 Frog Allies; SWAMP: +4 Against Disease/Poison, +1d4 Acid Damage; NOT SWAMP: -2 CHA | ||
Level 10: +2 AB, +3 Listen, +3 Hide, +3 Spot, +5 Animal Empathy, Summon 3 Frog Allies; | Level 10: +2 AB, +3 Listen, +3 Hide, +3 Spot, +5 Animal Empathy, Summon 3 Frog Allies; SWAMP: Immunity to Disease/Poison, +1d4 Acid Damage; NOT SWAMP: -2 CHA | ||
====(55) Songs from the Resistance==== | ====(55) Songs from the Resistance==== | ||
''Songs that have been recorded during the days of fightings against the Sibilant Masters.'' | ''Songs that have been recorded during the days of fightings against the Sibilant Masters.'' | ||
Level 1: +1 AB, +1 Discipline, +1 AC against Reptilian | Level 1: +1 AB, +1 Discipline, +1 Dodge AC against Reptilian | ||
Level 3: +1 AB, +1 Discipline, +1 AC against Reptilian, +1 Slashing Damage | Level 3: +1 AB, +1 Discipline, +1 Dodge AC against Reptilian, +1 Slashing Damage | ||
Level 6: +1 AB, +2 Discipline, +2 AC against Reptilian, +1 Slashing Damage | Level 6: +1 AB, +2 Discipline, +2 Dodge AC against Reptilian, +1 Slashing Damage | ||
Level 8: +2 AB, +3 Discipline, +2 AC against Reptilian, +2 Slashing Damage, +1 Universal | Level 8: +2 AB, +3 Discipline, +2 Dodge AC against Reptilian, +2 Slashing Damage, +1 Universal | ||
====(56) Scaley Slithering Song==== | ====(56) Scaley Slithering Song==== | ||
''An ancient sssssslithering sssssong, from the glory days of the Sibilant Masters.'' | ''An ancient sssssslithering sssssong, from the glory days of the Sibilant Masters.'' | ||
Level 1: +1 Cold Damage, +1 Bluff, +1 Against Mind Affecting; REPTILIAN: +1 AC, +1 Negative Energy Damage | Level 1: +1 Cold Damage, +1 Bluff, +1 Against Mind Affecting; REPTILIAN: +1 Dodge AC, +1 Negative Energy Damage | ||
Level 3: +1 AB, +1 Cold Damage, +1 Bluff, +1 Against Mind Affecting, +1 Against Fear; REPTILIAN: +1 AC, +1 Negative Energy Damage, 5% Cold Immunity | Level 3: +1 AB, +1 Cold Damage, +1 Bluff, +1 Against Mind Affecting, +1 Against Fear; REPTILIAN: +1 Dodge AC, +1 Negative Energy Damage, 5% Cold Immunity | ||
Level 6: +1 AB, +1 Cold Damage, +2 Bluff, +2 Against Mind Affecting, +1 Against Fear; REPTILIAN: +2 AC, +2 Negative Energy Damage, 5% Cold Immunity, Regeneration 1 HP every 6 seconds | Level 6: +1 AB, +1 Cold Damage, +2 Bluff, +2 Against Mind Affecting, +1 Against Fear; REPTILIAN: +2 Dodge AC, +2 Negative Energy Damage, 5% Cold Immunity, Regeneration 1 HP every 6 seconds | ||
Level 8: +2 AB, +2 Cold Damage, +2 Bluff, +2 Against Mind Affecting, +2 Against Fear; REPTILIAN: +2 AC, +1 Universal, +1d4 Negative Energy Damage, 10% Cold Immunity, Regeneration 1 HP every 3 seconds | Level 8: +2 AB, +2 Cold Damage, +2 Bluff, +2 Against Mind Affecting, +2 Against Fear; REPTILIAN: +2 Dodge AC, +1 Universal, +1d4 Negative Energy Damage, 10% Cold Immunity, Regeneration 1 HP every 3 seconds | ||
*REPTILIAN effects are given to reptiles. | |||
====(57) Ballad for A Soft Breeze in a Summer’s Day==== | ====(57) Ballad for A Soft Breeze in a Summer’s Day==== | ||
''An emotional ballad written by a poet to the Golem “A Soft Breeze in a Summer’s Day.”'' | ''An emotional ballad written by a poet to the Golem “A Soft Breeze in a Summer’s Day.”'' | ||
Level 1: | Level 1: +1 Electrical Damage, +1 to all skills, +1 AB, CONSTRUCT: Regeneration 1 HP every 6 seconds, 5% Movement Increase | ||
Level 3: | Level 3: +1 Electrical Damage, +1 to all skills, 5% Bludgeoning Immunity, +1 AB, CONSTRUCT: Regeneration 1 HP every 6 seconds, 5% Movement Increase | ||
Level 6: | Level 6: +1 Electrical Damage, +1 to all skills, 5% Bludgeoning Immunity, +8 Bonus HP, +1 AB, CONSTRUCT: Regeneration 2 HP every 6 seconds, 10% Movement Increase | ||
Level 8: | Level 8: +1 Magic Damage, +1 to all skills, 10% Bludgeoning Immunity, +1 Will Save, +12 Bonus HP, +1 AB, CONSTRUCT: Regeneration 2 HP every 6 seconds, 20% Movement Increase, +1 Universal | ||
Level 10: | Level 10: +1 Magic Damage, +2 to all skills, 20% Bludgeoning Immunity, +1 Will Save, +20 Bonus HP, +2 AB, CONSTRUCT: Regeneration 3 HP every 6 seconds, 20% Movement Increase, +2 Universal | ||
*CONSTRUCT effects are given to constructs. | |||
====(58) Last Lament of the Musician==== | ====(58) Last Lament of the Musician==== | ||
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Level 8: +1 AB, +2 Sonic Damage, +2 Negative Energy Save, +2 Lore, +2 Concentration, +2 Will | Level 8: +1 AB, +2 Sonic Damage, +2 Negative Energy Save, +2 Lore, +2 Concentration, +2 Will | ||
Level 10: +1 AB, +2 Sonic Damage, +3 Negative Energy Save, +3 Lore, +3 Concentration, +3 Will | Level 10: +1 AB, +2 Sonic Damage, +3 Negative Energy Save, +3 Lore, +3 Concentration, +3 Will | ||
====(62) A Mother’s Lullaby==== | ====(62) A Mother’s Lullaby==== | ||
''A sweet lullaby, that gives comfort to those who hear it.'' | ''A sweet lullaby, that gives comfort to those who hear it.'' | ||
Level 1: +1 Positive Damage, +1 Concentration; HALFLINGS: +1 AC | Level 1: +1 Positive Damage, +1 Concentration; HALFLINGS: +1 Natural AC | ||
Level 3: +1 Positive Damage, +1 Concentration, +1 Against Fear; HALFLINGS: +1 AC | Level 3: +1 Positive Damage, +1 Concentration, +1 Against Fear; HALFLINGS: +1 Natural AC | ||
Level 6: +1 AB, +1 Positive Damage, +2 Concentration, +1 Against Fear; HALFLINGS: +2 AC | Level 6: +1 AB, +1 Positive Damage, +2 Concentration, +1 Against Fear; HALFLINGS: +2 Natural AC | ||
Level 8: +1 AB, +2 Positive Damage, +2 Concentration, +2 Against Fear; HALFLINGS: +2 AC, 1 Regeneration every round | Level 8: +1 AB, +2 Positive Damage, +2 Concentration, +2 Against Fear; HALFLINGS: +2 Natural AC, 1 Regeneration every round | ||
*HALFLING effects are given to Halflings only. | |||
====(63) Story of a Trickster==== | ====(63) Story of a Trickster==== | ||
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Level 1: +1 Negative Damage, +1 Tumble; GNOMES: +1 DEX | Level 1: +1 Negative Damage, +1 Tumble; GNOMES: +1 DEX | ||
Level 3: +1 AC, +1 Negative Damage, +1 Tumble, +1 UMD; GNOMES: +1 DEX, +1 Reflex | Level 3: +1 Natural AC, +1 Negative Damage, +1 Tumble, +1 UMD; GNOMES: +1 DEX, +1 Reflex | ||
Level 6: +1 AC, +1 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +1 DEX, +1 Reflex, 1 Illusory Clone | Level 6: +1 Natural AC, +1 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +1 DEX, +1 Reflex, 1 Illusory Clone | ||
Level 8: +1 AC, +2 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +2 DEX, +2 Reflex, 10% | Level 8: +1 Natural AC, +2 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +2 DEX, +2 Reflex, 10% Movement Speed, 3 Illusory Clones | ||
Level 10: +1 AC, +2 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +2 DEX, +2 Reflex, 15% | Level 10: +1 Natural AC, +2 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +2 DEX, +2 Reflex, 15% Movement Speed, 5 Illusory Clones | ||
Clones created by this song do not count against any limits and do not cause existing minions to be unsummoned. | *GNOME effects are applies to Gnome creatures. | ||
*Clones created by this song do not count against any limits and do not cause existing minions to be unsummoned. | |||
====(64) Serenade of Roses==== | ====(64) Serenade of Roses==== | ||
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Level 8: +1 AB, +1 Piercing Damage, +2 Perform, +2 Tumble; MALE: Take 1d6 piercing damage; FEMALE: +2 CHA, +1 Persuade, +1 Bluff, +1 Magic Damage | Level 8: +1 AB, +1 Piercing Damage, +2 Perform, +2 Tumble; MALE: Take 1d6 piercing damage; FEMALE: +2 CHA, +1 Persuade, +1 Bluff, +1 Magic Damage | ||
Level 10: +2 AB, +1 Piercing Damage, +2 Perform, +2 Tumble; MALE: Take 1d8 piercing damage; FEMALE: +2 CHA, +2 Persuade, +2 Bluff, +1 Magic Damage | Level 10: +2 AB, +1 Piercing Damage, +2 Perform, +2 Tumble; MALE: Take 1d8 piercing damage; FEMALE: +2 CHA, +2 Persuade, +2 Bluff, +1 Magic Damage | ||
====(65) Song of the Oak==== | ====(65) Song of the Oak==== | ||
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Level 1: +1 Positive Damage; SUNLIGHT: 4 Temp HP | Level 1: +1 Positive Damage; SUNLIGHT: 4 Temp HP | ||
Level 3: +1 AB, +1 Positive Damage; SUNLIGHT: 8 Temp HP, 1 Regeneration | Level 3: +1 AB, +1 Positive Damage; SUNLIGHT: 8 Temp HP, 1 Regeneration | ||
Level 6: +1 AB | Level 6: +1 AB, +1 Positive Damage, +1 Fortitude; SUNLIGHT: 12 Temp HP, 1 Regeneration, +1 CON | ||
Level 8: +1 AB | Level 8: +1 AB, +2 Positive Damage, +1 Fortitude; SUNLIGHT: 16 Temp HP, 2 Regeneration, +1 CON | ||
Level 10: +2 AB | Level 10: +2 AB, +2 Positive Damage, +2 Fortitude; SUNLIGHT: 20 Temp HP, 3 Regeneration, +2 CON | ||
*SUNLIGHT effects are given while outdoors, during day time, in non-plane areas. | |||
====(66) The Owl’s Lullaby==== | ====(66) The Owl’s Lullaby==== | ||
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Level 8: +2 AB, +3 Spot/Listen/Search, Darkness Surrounds Bard; MOONLIGHT: +2 Reflex, Amplify, Clairaudience/Clairvoyance, Ultravision effect | Level 8: +2 AB, +3 Spot/Listen/Search, Darkness Surrounds Bard; MOONLIGHT: +2 Reflex, Amplify, Clairaudience/Clairvoyance, Ultravision effect | ||
*MOONLIGHT effects are given while outdoors, during night time, in non-plane areas. | |||
====(67) Dance of Swords==== | |||
''A high tempo rhythm song that coordinates well with swift movements of swords.'' | |||
Level 1: +1 Slashing Damage, +1 Parry | |||
Level 3: +1 Slashing Damage, +1 Parry, +1 AB, SWORD: Damage Shield (1 Slashing) | |||
Level 6: +2 Slashing Damage, +2 Parry, +1 AB, +1 Reflex, +5% movement speed, SWORD: Damage Shield (2 Slashing), SPECIAL: Copy & animate 1 random SWORD weapon | |||
Level 8: +2 Slashing Damage, +3 Parry, +1 AB, +2 Reflex, +10% movement speed, SWORD: Damage Shield (1d4 Slashing), SPECIAL: Copy & animate 2 random SWORD weapons | |||
Level 10: +3 Slashing Damage, +3 Parry, +2 AB, +2 Reflex, +10% movement speed, SWORD: Damage Shield (1d6 Slashing), SPECIAL: Copy & animate 3 random SWORD weapons | |||
*SWORD effects are given to creatures with appropriate weapons (daggers, shortswords, longswords, rapiers, scimitars, greatswords, or bastard swords) | |||
*SPECIAL effects occur when a character is given the effects of SWORD. Animate a copy of their weapon as a floating creature, giving it a similar effect of Shelgarn Persistant Blade, for the duration of the song. | |||
*SPECIAL cannot animate more than it's random value. | |||
====(68) Clyde’s Song of the Tenacious Tambourine==== | |||
''A rhythmic song accompanied by tambourines that encourages its listeners to move faster, even the heavyset ones.'' | |||
Level 1: 5% Movement Increase, +1 Sonic Damage, +1 Tumble | |||
Level 3: 10% Movement Increase, +1 Sonic Damage, +1 Tumble, HEAVY: +1 AB | |||
Level 6: 15% Movement Increase, +1 Sonic Damage, +2 Tumble, HEAVY: +1 AB | |||
Level 8: 20% Movement Increase, +2 Sonic Damage, +3 Tumble, HEAVY: +2 AB | |||
Level 10: 30% Movement Increase, +2 Sonic Damage, +3 Tumble, HEAVY: +2 AB | |||
*HEAVY effects are given to creatures with the "large" phenotype, generally depicting an overweight person. | |||
====(69) Elsbeth’s Chronicle of Companions==== | |||
''A positive song that sounds better the more listeners and performers there are.'' | |||
Level 1: +1 Positive Damage, X Temp HP (capped at 10) | |||
Level 3: +1 Positive Damage, +1 AB, X Temp HP (capped at 10) | |||
Level 6: +1 Positive Damage, +1 AB, +1 Natural AC, +3% Movement Speed, X *2 Temp HP (capped at 15) | |||
Level 8: +2 Positive Damage, +2 AB, +2 Natural AC, +5% Movement Speed, X *3 Temp HP (capped at 22), MOMENTUM: +1 Universal | |||
Level 10: +2 Positive Damage, +2 AB, +3 Natural AC, +7% Movement Speed, X *4 Temp HP (capped at 30), MOMENTUM: +2 Universal | |||
* X is the number of PCs that heard the song at activation. | |||
* MOMENTUM effects are given when there are 6+ PCs heard the song at activation. | |||
* The Bard is not included in these calculations (X - 1), but still receives the exact song effects as the listeners. | |||
====(71) Hymn to the Well==== | |||
''An almost ceremonial hymn, glorifying the Well of Ephia.'' | |||
Level 1: 4 Temp HP | |||
Level 3: 8 Temp HP | |||
Level 6: 12 Temp HP, 1 Regeneration | |||
Level 8: 16 Temp HP, 2 Regeneration | |||
Level 10: 20 Temp HP, 3 Regeneration | |||
====(72) Sha'ir’s Ballad of the Great Ash==== | |||
''One of the many ballads and songs of the Sha'ir.'' | |||
Level 1: +1 AB, +1 Fire Damage, DERVISH: DR 5/1 20 points | |||
Level 3: +1 AB, +1 Reflex, +1 Fire Damage, +1 Discipline, DERVISH: DR 5/1 30 points | |||
Level 6: +1 AB, +1 Reflex, +2 Fire Damage, DERVISH: DR 5/2 30 points | |||
Level 8: +2 AB, +2 Reflex, +2 Fire Damage, DERVISH: DR 5/2 40 points | |||
Level 10: +2 AB, +3 Reflex, +3 Fire Damage, DERVISH: DR 10/2 50 points | |||
*DERVISH effects given while in desert tilesets. | |||
====(??) Goldbrick's Golden Glories==== | |||
''Grag-stills Goldbrick was an enormously wealthy dwarven merchant and Councilor from Upper Sanctuary.'' | |||
Level 1: +5 appraise | |||
Level 3: +5 appraise, +2 lore, +2 persuade | |||
Level 6: +5 appraise, +2 lore, +2 persuade, +10 hp, +1 saves | |||
Level 8: +5 appraise, +2 lore, +2 persuade, +10 hp, +1 saves, +2 con | |||
====(??) Philip Meet's Positive Ministrations==== | |||
''Philip Meet was a gentle Seeker who mastered the lore of the Purple Crystals in an unprecedented way, even for a time having chunks of their material embedded in his body.'' | |||
Level 1: 1d10 HP healed to caster and allies | |||
Level 3: 2d10 HP healed to caster and allies | |||
====(??) Ghyrrt's Grotesque Gruntings==== | |||
''The goblin Ghyrrt, one of the many monsters controlled by the notorious Montezzi Brothers of Lower Sanctuary, was widely feared and known for his distinctive grunts as he launched into battle.'' | |||
Level 1: +1 AB, +1 bludgeoning damage, -1 will | |||
Level 3: +1 AB, +2 bludgeoning damage, -4 will, +1d4 acid damage vs lawful good on right hand weapon | |||
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Latest revision as of 01:13, 25 March 2023
Custom Songs
In addition to the default Bard Song & Curse Song, bards on EFU can learn server-specific Custom Songs. These songs will be discovered in-game during the course of your character's adventures! The more common songs can be purchased in Ephia's Well, but there also exists rarer, more prestigious music, hidden deep among the secrets and treasures buried in the ash desert.
A good starting location for aspiring bards is Elossi's, located in Ephia's Well main plaza. There is always a minstrel or two performing at such a frequented location, and many willing to sell song sheets from their collection. The prices, effects, and rarity of such songs will vary. Players are able to freely compose and share songs with one another, using their songbooks as well.
Songsheets and Songbooks
Bards may use the command "/c songbook activate <#>" to rapidly switch between custom songs and/or create hotbar text macros which do so for them. For the below songs and everyone's convenience, their values are listed in addition to their name.
- In order to access the custom Bard songs available in EFU: Sands of Intrigue, a Songbook item is required - you will receive one when you activate a perk or buy one from a store.
- You can add a song to your songbook either by using a songsheet on your songbook or absorbing another songbook into yours (either by being gifted a songbook or stealing one from another Bard).
- To absorb a songbook into yours use it like you would a songsheet and target the songbook you want to absorbs the songs into.
- There are two varieties of custom Bard songs in EFU. The variety that are beneficial to your allies and the cursed variety which affect enemies via damage, negative effects or even damage.
- You can scribe cursed songs to your songbook without the Cursed Song feat but you will not be able to use them.
- There are two types of songs you can have active at any given moment in EFU. First, the Cursed Song feat (which requires you to take the feat to use) and only affects hostile targets. Second, any other custom bard song of which there are two types of - inspiring which typically affects allies positively or cursed which typically affects hostile targets negatively (and requires the Cursed Song feat to use but not to scribe into your songbook).
- For every 3 points of the Bard's total Perform skill Bard songs will last 1 extra round. Additionally, every character level over 5 grants another round of duration.
Standard Songs
(0) Default NWN Bard Song
This can be swapped back to with /c songbook activate 0 Level 1: +1 AB, +1 Physical Damage Level 2: +1 AB, +1 Physical Damage, +1 Will Level 3: +1 AB, +2 Physical Damage, +1 Will, +1 Fortitude Level 6: +1 AB, +2 Physical Damage, +1 Universal, +1 to all skills Level 8: +2 AB, +2 Physical Damage, +1 Universal, +1 to all skills, +8 Temporary HP Level 11: +2 AB, +2 Physical Damage, +2 Dodge AC, +1 Universal, +1 to all skills, +8 Temporary HP,
(21) Lesser Chant of Old Netheril
This curious chant is in a language strange and unfamiliar to most ears, coming from a time in the distant past when Magic was wild and free. Level 1: +1 AB, +2 Spellcraft Level 3: +1 AB, +2 Spellcraft, +1 Magic Damage, Level 6: +1 AB, +2 Spellcraft, +1 Magic Damage, +1 Fortitude, +1 Will
(33) Spellsong’s Chant
The power of magic made manifest through song. Level 1: +1 Magic Damage, 6 SR Level 2: +1 Magic Damage, 7 SR Level 3: +1 Magic Damage, 8 SR Level 6: +1 Magic Damage, 10 SR, Damage Shield (1 Magic) Level 8: +2 Magic Damage, 12 SR, Damage Shield (1 Magic) Level 11: +2 Magic Damage, 14 SR, Damage Shield (2 Magic)
(37) Wild Pipings of the Rat Prince
A screeching symphony of the courtly Rat Prince and his loyal knights. Level 1: +2 Animal Empathy, +2 Bluff, +4 vs Disease, Summon 1 Rat Ally Level 3: +1 Piercing Damage, +2 Animal Empathy, +2 Bluff, +4 vs Disease, Summon 2 Rat Allies, +2 Hide, +2 Move Silently Level 6: +1 Piercing Damage, +2 Animal Empathy, +2 Bluff, +4 vs Disease, Summon 3 Rat Allies, +2 Hide, +2 Move Silently, +10% Movement Speed
(44) March of the Battle Mages
An enchanted battlemarch that greatly enhances the abilities of mages. Level 1: +1 Concentration, +1 Spellcraft, MAGES: +1 Shield AC Level 3: +2 Concentration, +2 Spellcraft, +1 Fortitude, MAGES: +1 Shield AC Level 6: +1 AB, +1 Magic Damage, +2 Concentration, +2 Spellcraft, +1 Fortitude, MAGES: +2 Shield AC, 1 round of Haste Level 8: +1 AB, +2 Magic Damage, +3 Concentration, +3 Spellcraft, +1 Fortitude, MAGES: +2 Shield AC, 2 rounds of Haste Level 10: +2 AB, +2 Magic Damage, +3 Concentration, +3 Spellcraft, +2 Fortitude, MAGES: +2 Shield AC, 4 rounds of Haste *MAGES effect is only given to Wizards and Sorcerers.
(45) Whistles of the Thief
A quiet tune that thieves often whistle while they work. Level 1: +1 Dex, +1 Open Lock, +1 Disable Trap, +1 Pickpocket, +1 Set Trap, +1 Tumble Level 3: +1 Dex, +2 Open Lock, +2 Disable Trap, +2 Pickpocket, +1 Set Trap, +1 Tumble, +1 Reflex Level 6: +1 Dex, +2 Open Lock, +2 Disable Trap, +2 Pickpocket, +1 Set Trap, +1 Tumble, +2 Reflex, 10% Movement Speed Increase Level 8: +2 Dex, Find Traps is cast, +3 Open Lock, +3 Disable Trap, +3 Pickpocket, +2 Set Trap, +2 Tumble, +2 Reflex, 15% Movement Speed Increase
(46) Shouts of the Wildlings
While not much of a song, this does make people rush to danger and throw their defenses away. Level 1: +1 AB, -1 AC, +1 Bludgeoning DMG, +1 STR, +2 Intimidate, -1 Discipline, Level 6: +2 AB, -2 AC, +2 Bludgeoning DMG, +1 STR, +3 Intimidate, -2 Discipline, +2 Fort, -2 Will, 5% Immunity against Physical Damage Level 8: +2 AB, -2 AC, +2 Bludgeoning DMG, +2 STR, +4 Intimidate, -3 Discipline, +3 Fort, -3 Will, 5% Immunity against Physical Damage
(47) Sha'ir’s Catchy Tune
A catchy tune that travelers sing to themselves as they travel through the unknown. Level 1: +1 AB, +1 Piercing Damage, +1 Dex, +1 Tumble, +1 Listen, +1 Spot, +1 Search, +1 Reflex, TRAVEL: 5% Movement Increase Level 3: +1 AB, +1 Piercing Damage, +1 Dex, +1 Tumble, +2 Listen, +2 Spot, +2 Search, +1 Reflex, TRAVEL: 5% Movement Increase Level 6: +2 AB, +1 Piercing Damage, +1 Dex, +2 Tumble, +2 Listen, +2 Spot, +2 Search, +1 Reflex, 5% Movement Increase, Immunity to Entangle/Grease/Web, TRAVEL: 10% Movement Increase Level 8: +2 AB, +2 Piercing Damage, +2 Dex, +2 Tumble, +3 Listen, +3 Spot, +3 Search, +2 Reflex, 5% Movement Increase, Immunity to Entangle/Grease/Web, TRAVEL: 15% Movement Increase *TRAVEL effects are only given to Rangers and Clerics with Travel as their sub-domain.
(48) Orchestra of Sounds
A loud and distracting song that goes nowhere, but still manages to inspire (though mostly the singer themselves). Level 1: +1 AB +1 Sonic Damage; SINGER: +1 Perform, +1 Natural AC; LISTENER: -1 Concentration, -1 AC Level 6: +2 AB, +2 Sonic Damage, SINGER: +2 Perform, +1 Natural AC, +1 Against Mind Affecting; LISTENER: -2 Concentration, -1 AC Level 8: +2 AB, +1D4 Sonic Damage, +2 Against Mind Affecting; SINGER: +4 Perform, +1 Universal, +1 to all skills, +1 CHA, +2 Natural AC; LISTENER: -3 Concentration, -2 AC Level 10: +3 AB, +1D4 Sonic Damage, +3 Against Mind Affecting; SINGER: +4 Perform, +2 Universal, +2 all skills, +2 CHA, +2 Natural AC; LISTENER: -3 Concentration, -3 AC *SINGER effects are only given to the Bard that sings. *LISTENER effects are given to all other affected allied creatures (excluding the singer). **It is considered exploitive, and against the intent of this song, to lower the AC of enemies.
(49) Tales of the Azer Hero
Tales of a nameless Azer hero, who battled oppressors of his kin for all of his life. Level 1: +1 AB, +1 Fort, +1 Fire Damage, +1 Discipline; DWARF: Damage Shield (1 Fire) Level 3: +1 AB, +1 Fort, +1 Fire Damage, +1 Discipline, +1 Against Fear; DWARF: Damage Shield (1 Fire) Level 6: +1 AB, +2 Fire Damage, +1 Fort, +2 Discipline, +1 Against Fear; DWARF: Damage Shield (2 Fire) Level 8: +2 AB, +2 Fire Damage, +2 Fort, +3 Discipline, +2 Against Fear; DWARF: Damage Shield (1d4 Fire) Level 10: +2 AB, +3 Fire Damage, +3 Fort, +4 Discipline, +2 Against Fear; DWARF: Damage Shield (1d6 Fire) *DWARF effects are given to dwarves.
(50) Ode to the Avariel
An ode written by an elf poet, to his now almost extinct Avariel cousins. Level 1: +1 AB, +1 Electrical; HALF-ELF: 2% Movement Increase; ELF: 5% Movement Increase Level 3: +1 AB, +1 Electrical, +1 Tumble; HALF-ELF: 2% Movement Increase; ELF: 5% Movement Increase Level 6: +1 AB, +1 Electrical, +2 Tumble, +1 Reflex; HALF-ELF: 5% Movement Increase; ELF: 10% Movement Increase, 5% Concealment Level 8: +2 AB, +2 Electrical, +3 Tumble, +2 Reflex, 5% Movement Increase; HALF-ELF: 10% Movement Increase; ELF: 15% Movement Increase, 10% Concealment Level 10: +2 AB, +2 Electrical, +4 Tumble, +3 Reflex, 10% Movement Increase; HALF-ELF: 15% Movement Increase; ELF: 20% Movement Increase, 10% Concealment *HALF-ELF effects are given to half-elves. *ELF effects are given to only elves.
(51) Spooky Party Song
An upbeat spooky song that Undead have shown quite a positive reaction to. Level 1: +1 Negative Energy Damage; UNDEAD: +1 Dodge AC, 5% Concealment Level 3: +1 AB, +1 Negative Energy Damage, +1 Fort; UNDEAD: +1 Dodge AC, 10% Concealment Level 6: +1 AB, +1 Negative Energy Damage, +1 Fort, 5% Against Divine, 5% Against Positive; UNDEAD: +2 Dodge AC, 10% Concealment Level 8: +1 AB, +2 Negative Energy Damage, +2 Fort, 10% Against Divine, 10% Against Positive; UNDEAD: +2 Dodge AC, 20% Concealment, Damage Reduction 5/+1 Level 10: +2 AB, +2 Negative Energy Damage, +2 Fort, 20% Against Divine, 20% Against Positive; UNDEAD: +2 Dodge AC, 30% Concealment, Damage Reduction 10/+1 *UNDEAD effects are given to only the undead.
(54) Swamp Noises
While not very musical, residents of the swamp are proud of such a “song.” Level 1: +1 AB, +1 Listen, +1 Hide, +1 Spot, +1 Animal Empathy, Summon 1 Frog Ally; SWAMP: +1 Against Disease/Poison, +1 Acid Damage; NOT SWAMP: -1 CHA Level 6: +1 AB,+1 Listen, +1 Hide, +1 Spot, +2 Animal Empathy, Summon 1 Frog Ally; SWAMP: +2 Against Disease/Poison, +2 Acid Damage; NOT SWAMP: -1 CHA Level 8: +2 AB, +2 Listen, +2 Hide, +2 Spot, +4 Animal Empathy, Summon 2 Frog Allies; SWAMP: +4 Against Disease/Poison, +1d4 Acid Damage; NOT SWAMP: -2 CHA Level 10: +2 AB, +3 Listen, +3 Hide, +3 Spot, +5 Animal Empathy, Summon 3 Frog Allies; SWAMP: Immunity to Disease/Poison, +1d4 Acid Damage; NOT SWAMP: -2 CHA
(55) Songs from the Resistance
Songs that have been recorded during the days of fightings against the Sibilant Masters. Level 1: +1 AB, +1 Discipline, +1 Dodge AC against Reptilian Level 3: +1 AB, +1 Discipline, +1 Dodge AC against Reptilian, +1 Slashing Damage Level 6: +1 AB, +2 Discipline, +2 Dodge AC against Reptilian, +1 Slashing Damage Level 8: +2 AB, +3 Discipline, +2 Dodge AC against Reptilian, +2 Slashing Damage, +1 Universal
(56) Scaley Slithering Song
An ancient sssssslithering sssssong, from the glory days of the Sibilant Masters. Level 1: +1 Cold Damage, +1 Bluff, +1 Against Mind Affecting; REPTILIAN: +1 Dodge AC, +1 Negative Energy Damage Level 3: +1 AB, +1 Cold Damage, +1 Bluff, +1 Against Mind Affecting, +1 Against Fear; REPTILIAN: +1 Dodge AC, +1 Negative Energy Damage, 5% Cold Immunity Level 6: +1 AB, +1 Cold Damage, +2 Bluff, +2 Against Mind Affecting, +1 Against Fear; REPTILIAN: +2 Dodge AC, +2 Negative Energy Damage, 5% Cold Immunity, Regeneration 1 HP every 6 seconds Level 8: +2 AB, +2 Cold Damage, +2 Bluff, +2 Against Mind Affecting, +2 Against Fear; REPTILIAN: +2 Dodge AC, +1 Universal, +1d4 Negative Energy Damage, 10% Cold Immunity, Regeneration 1 HP every 3 seconds *REPTILIAN effects are given to reptiles.
(57) Ballad for A Soft Breeze in a Summer’s Day
An emotional ballad written by a poet to the Golem “A Soft Breeze in a Summer’s Day.” Level 1: +1 Electrical Damage, +1 to all skills, +1 AB, CONSTRUCT: Regeneration 1 HP every 6 seconds, 5% Movement Increase Level 3: +1 Electrical Damage, +1 to all skills, 5% Bludgeoning Immunity, +1 AB, CONSTRUCT: Regeneration 1 HP every 6 seconds, 5% Movement Increase Level 6: +1 Electrical Damage, +1 to all skills, 5% Bludgeoning Immunity, +8 Bonus HP, +1 AB, CONSTRUCT: Regeneration 2 HP every 6 seconds, 10% Movement Increase Level 8: +1 Magic Damage, +1 to all skills, 10% Bludgeoning Immunity, +1 Will Save, +12 Bonus HP, +1 AB, CONSTRUCT: Regeneration 2 HP every 6 seconds, 20% Movement Increase, +1 Universal Level 10: +1 Magic Damage, +2 to all skills, 20% Bludgeoning Immunity, +1 Will Save, +20 Bonus HP, +2 AB, CONSTRUCT: Regeneration 3 HP every 6 seconds, 20% Movement Increase, +2 Universal *CONSTRUCT effects are given to constructs.
(58) Last Lament of the Musician
An ancient emotional lament, which is said to have been written by a musician, long forgotten by the ages. Level 1: +1 AB, +1 Sonic Damage, +1 Negative Energy Save Level 3: +1 AB, +1 Sonic Damage, +1 Negative Energy Save, +1 Lore, +1 Concentration Level 6: +1 AB, +1 Sonic Damage, +2 Negative Energy Save, +1 Lore, +1 Concentration, +1 Will Level 8: +1 AB, +2 Sonic Damage, +2 Negative Energy Save, +2 Lore, +2 Concentration, +2 Will Level 10: +1 AB, +2 Sonic Damage, +3 Negative Energy Save, +3 Lore, +3 Concentration, +3 Will
(62) A Mother’s Lullaby
A sweet lullaby, that gives comfort to those who hear it. Level 1: +1 Positive Damage, +1 Concentration; HALFLINGS: +1 Natural AC Level 3: +1 Positive Damage, +1 Concentration, +1 Against Fear; HALFLINGS: +1 Natural AC Level 6: +1 AB, +1 Positive Damage, +2 Concentration, +1 Against Fear; HALFLINGS: +2 Natural AC Level 8: +1 AB, +2 Positive Damage, +2 Concentration, +2 Against Fear; HALFLINGS: +2 Natural AC, 1 Regeneration every round *HALFLING effects are given to Halflings only.
(63) Story of a Trickster
A thrilling story detailing many adventures of a gnome trickster, some of them mostly exaggerated... Level 1: +1 Negative Damage, +1 Tumble; GNOMES: +1 DEX Level 3: +1 Natural AC, +1 Negative Damage, +1 Tumble, +1 UMD; GNOMES: +1 DEX, +1 Reflex Level 6: +1 Natural AC, +1 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +1 DEX, +1 Reflex, 1 Illusory Clone Level 8: +1 Natural AC, +2 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +2 DEX, +2 Reflex, 10% Movement Speed, 3 Illusory Clones Level 10: +1 Natural AC, +2 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +2 DEX, +2 Reflex, 15% Movement Speed, 5 Illusory Clones *GNOME effects are applies to Gnome creatures. *Clones created by this song do not count against any limits and do not cause existing minions to be unsummoned.
(64) Serenade of Roses
A melodic serenade, with some lines that pierce through the heart. Level 1: +1 AB, +1 Piercing Damage Level 3: +1 AB, +1 Piercing Damage, +1 Perform; FEMALE: +1 CHA Level 6: +1 AB, +1 Piercing Damage, +1 Perform, +1 Tumble; MALE: Take 1d4 piercing damage; FEMALE: +1 CHA, +1 Persuade, +1 Bluff Level 8: +1 AB, +1 Piercing Damage, +2 Perform, +2 Tumble; MALE: Take 1d6 piercing damage; FEMALE: +2 CHA, +1 Persuade, +1 Bluff, +1 Magic Damage Level 10: +2 AB, +1 Piercing Damage, +2 Perform, +2 Tumble; MALE: Take 1d8 piercing damage; FEMALE: +2 CHA, +2 Persuade, +2 Bluff, +1 Magic Damage
(65) Song of the Oak
A slow rhythm song that nurses the bodies of those who hear it. Level 1: +1 Positive Damage; SUNLIGHT: 4 Temp HP Level 3: +1 AB, +1 Positive Damage; SUNLIGHT: 8 Temp HP, 1 Regeneration Level 6: +1 AB, +1 Positive Damage, +1 Fortitude; SUNLIGHT: 12 Temp HP, 1 Regeneration, +1 CON Level 8: +1 AB, +2 Positive Damage, +1 Fortitude; SUNLIGHT: 16 Temp HP, 2 Regeneration, +1 CON Level 10: +2 AB, +2 Positive Damage, +2 Fortitude; SUNLIGHT: 20 Temp HP, 3 Regeneration, +2 CON *SUNLIGHT effects are given while outdoors, during day time, in non-plane areas.
(66) The Owl’s Lullaby
A quiet tune that merges itself with the surroundings... Level 1: +1 AB, +1 Spot/Listen/Search; MOONLIGHT: +1 Reflex Level 3: +1 AB, +2 Spot/Listen/Search; MOONLIGHT: +1 Reflex, Amplify Level 6: +1 AB, +2 Spot/Listen/Search; MOONLIGHT: +1 Reflex, Amplify, Clairaudience/Clairvoyance Level 8: +2 AB, +3 Spot/Listen/Search, Darkness Surrounds Bard; MOONLIGHT: +2 Reflex, Amplify, Clairaudience/Clairvoyance, Ultravision effect *MOONLIGHT effects are given while outdoors, during night time, in non-plane areas.
(67) Dance of Swords
A high tempo rhythm song that coordinates well with swift movements of swords. Level 1: +1 Slashing Damage, +1 Parry Level 3: +1 Slashing Damage, +1 Parry, +1 AB, SWORD: Damage Shield (1 Slashing) Level 6: +2 Slashing Damage, +2 Parry, +1 AB, +1 Reflex, +5% movement speed, SWORD: Damage Shield (2 Slashing), SPECIAL: Copy & animate 1 random SWORD weapon Level 8: +2 Slashing Damage, +3 Parry, +1 AB, +2 Reflex, +10% movement speed, SWORD: Damage Shield (1d4 Slashing), SPECIAL: Copy & animate 2 random SWORD weapons Level 10: +3 Slashing Damage, +3 Parry, +2 AB, +2 Reflex, +10% movement speed, SWORD: Damage Shield (1d6 Slashing), SPECIAL: Copy & animate 3 random SWORD weapons *SWORD effects are given to creatures with appropriate weapons (daggers, shortswords, longswords, rapiers, scimitars, greatswords, or bastard swords) *SPECIAL effects occur when a character is given the effects of SWORD. Animate a copy of their weapon as a floating creature, giving it a similar effect of Shelgarn Persistant Blade, for the duration of the song. *SPECIAL cannot animate more than it's random value.
(68) Clyde’s Song of the Tenacious Tambourine
A rhythmic song accompanied by tambourines that encourages its listeners to move faster, even the heavyset ones. Level 1: 5% Movement Increase, +1 Sonic Damage, +1 Tumble Level 3: 10% Movement Increase, +1 Sonic Damage, +1 Tumble, HEAVY: +1 AB Level 6: 15% Movement Increase, +1 Sonic Damage, +2 Tumble, HEAVY: +1 AB Level 8: 20% Movement Increase, +2 Sonic Damage, +3 Tumble, HEAVY: +2 AB Level 10: 30% Movement Increase, +2 Sonic Damage, +3 Tumble, HEAVY: +2 AB *HEAVY effects are given to creatures with the "large" phenotype, generally depicting an overweight person.
(69) Elsbeth’s Chronicle of Companions
A positive song that sounds better the more listeners and performers there are. Level 1: +1 Positive Damage, X Temp HP (capped at 10) Level 3: +1 Positive Damage, +1 AB, X Temp HP (capped at 10) Level 6: +1 Positive Damage, +1 AB, +1 Natural AC, +3% Movement Speed, X *2 Temp HP (capped at 15) Level 8: +2 Positive Damage, +2 AB, +2 Natural AC, +5% Movement Speed, X *3 Temp HP (capped at 22), MOMENTUM: +1 Universal Level 10: +2 Positive Damage, +2 AB, +3 Natural AC, +7% Movement Speed, X *4 Temp HP (capped at 30), MOMENTUM: +2 Universal * X is the number of PCs that heard the song at activation. * MOMENTUM effects are given when there are 6+ PCs heard the song at activation. * The Bard is not included in these calculations (X - 1), but still receives the exact song effects as the listeners.
(71) Hymn to the Well
An almost ceremonial hymn, glorifying the Well of Ephia. Level 1: 4 Temp HP Level 3: 8 Temp HP Level 6: 12 Temp HP, 1 Regeneration Level 8: 16 Temp HP, 2 Regeneration Level 10: 20 Temp HP, 3 Regeneration
(72) Sha'ir’s Ballad of the Great Ash
One of the many ballads and songs of the Sha'ir. Level 1: +1 AB, +1 Fire Damage, DERVISH: DR 5/1 20 points Level 3: +1 AB, +1 Reflex, +1 Fire Damage, +1 Discipline, DERVISH: DR 5/1 30 points Level 6: +1 AB, +1 Reflex, +2 Fire Damage, DERVISH: DR 5/2 30 points Level 8: +2 AB, +2 Reflex, +2 Fire Damage, DERVISH: DR 5/2 40 points Level 10: +2 AB, +3 Reflex, +3 Fire Damage, DERVISH: DR 10/2 50 points *DERVISH effects given while in desert tilesets.
(??) Goldbrick's Golden Glories
Grag-stills Goldbrick was an enormously wealthy dwarven merchant and Councilor from Upper Sanctuary. Level 1: +5 appraise Level 3: +5 appraise, +2 lore, +2 persuade Level 6: +5 appraise, +2 lore, +2 persuade, +10 hp, +1 saves Level 8: +5 appraise, +2 lore, +2 persuade, +10 hp, +1 saves, +2 con
(??) Philip Meet's Positive Ministrations
Philip Meet was a gentle Seeker who mastered the lore of the Purple Crystals in an unprecedented way, even for a time having chunks of their material embedded in his body. Level 1: 1d10 HP healed to caster and allies Level 3: 2d10 HP healed to caster and allies
(??) Ghyrrt's Grotesque Gruntings
The goblin Ghyrrt, one of the many monsters controlled by the notorious Montezzi Brothers of Lower Sanctuary, was widely feared and known for his distinctive grunts as he launched into battle. Level 1: +1 AB, +1 bludgeoning damage, -1 will Level 3: +1 AB, +2 bludgeoning damage, -4 will, +1d4 acid damage vs lawful good on right hand weapon