Baldur's Gate 3

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GraphicFade

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  1. ZeroExodus
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    a video if it in action would be cool. 

    would be cool if another feat added silvery barbs as a reaction, boosted the # of special resource, and gave you the option to burn 2 to cast both as the same reaction (or chain reaction) .  and another that adds cutting words too at a 3 point cost.

    3 feats in unison.

    you cut > you barb > you mock

    (cutting words : give a target -1d6 to rolls til next turn)
    (silvery barbs,  when a creature succeeds on a roll, reroll once, give advantage to another target)
    (vicious mockery : laugh at them and deal 1d4+CHA for failing)

    for the ultimate jerk personality
  2. shannon97
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    This is really good if you want to hear all those Vicious Mockery lines for companions without having to change their class to bard.

    Just a heads up, not sure if it's intended or not but how Vicious Mockery is implemented is not quite how it is supposed to work.
    What the "Charisma is your spellcasting modifier for this spell" from the description means is that this spell uses your Charisma to calculate the DC for the save.
    You add the Charisma modifier to the damage instead but still use the base Spell Save DC. So a Wizard would still use their Intelligence to calculate the save DC for example.

    To change it you would change the line
    data "SpellRoll" "not SavingThrow(Ability.Charisma, SourceSpellDC())"
    to
    data "SpellRoll" "not SavingThrow(Ability.Charisma, SourceSpellDC(10, context.Observer, Ability.Charisma))"
    (might also be context.Source, not quite sure here but one of them should work I think)

    And, more importantly, to remove the extra damage from Charisma (and add cantrip scaling) you would define the damage like this:
    data "SpellSuccess" "ApplyStatus(VICIOUSMOCKERY,100,1);DealDamage(LevelMapValue(D4Cantrip),Psychic,Magical)"

    These changes should make this feat be pretty much in line with what the original says. 
    Of course, if your changes are intended, disregard this. It's completely homebrew after all.

    I do have one request though: Please change the in game name to just "Petty" instead of "Petty 5e" for immersion's sake 😅
    And I think the part about getting Vicious Mockery as a reaction in the feat description should mention that you can cast it in response to missed attacks
    1. GraphicFade
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      Oh I wasn't aware about the Charisma modifier, Thanks! Since I'm still learning, what does the 10 represent?
      data "SpellRoll" "not SavingThrow(Ability.Charisma, SourceSpellDC(10, context.Observer, Ability.Charisma))

      I initially had it scale with the D4Cantrip but it seemed lackluster as you leveled up higher I felt as though if your taking a Feat it needs to have some power behind it, I was trying to figure out a way that it could scale with the player level like in 5e "This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4)" but I was dumbfounded and went with what's currently implemented. If you know of a way to do this I would be grateful!

      I will go ahead and change the name in this mod and my others, as well as include the reaction is in response to missed attacks.

      Thanks for the input!
    2. shannon97
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      The 10 is just a fallback value. If something goes wrong in the calculation that's the DC the function will return. Though I'm not sure why the calculation would fail once it's configured correctly.
      I also tested really quick: context.Source is the one you are supposed to use.

      The D4Cantrip scaling does exactly that: when you reach 5th level it increases the damage to 2d4, 11th level 3d4. 
    3. shannon97
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      I have some other bad news (with a potential fix): The Vicious Mockery voice line does not play for your spell.
      Even if I make an exact copy of the original Vicious Mockery spell, the only difference being the name, the voice lines don't play. It seems they are added to the exact "Target_ViciousMockery" spell that's defined in the base game. I think there is no way to get them to play on a custom spell.

      The solution would be to use the base Target_ViciousMockery instead of your custom definition of the spell.

      • It would result in the caster always using their default spell casting stats for the DC
      • Having the vanilla damage scaling (same as with LevelMapValue(D4Cantrip))
      • You could not add the Stage Fright debuff on fail
      I think for (1), Vicious Mockery using your default spell save DC, is totally fine as a trade off. It would make the feat a bit stronger or keep the same power level on most classes but would not really feel out of place.
      Point (2) is intended behaviour anyways, so that does not matter.
      The real bummer is (3). The Stage Fright debuff is a really fun idea.

      To implement it like this you would basically scrap the custom "Target_ViciousMockeryCHA" implementation and just reference "Target_ViciousMockery" instead.

      For me personally, not having the Vicious Mockery voice lines is a bit of a dealbreaker, so I would prefer this version even though I like the idea of Stage Fright. Maybe you make 2 versions, one with voice lines without Stage Fright and one with Stage Fright but no voice lines
    4. GraphicFade
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      I can do this for the version that doesn't have stage fright, I was bummed when I was initially testing and there was no voice lines but now there is a somewhat solution I will be implementing it for the version that doesn't have stage fright. Thank you very much! Not sure if you use Discord but you seem knowledgeable and I'm having a particular problem with an upcoming mod if you don't mind brainstorming with me?
    5. shannon97
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      Always happy to help.
      I'm shannon97x on Discord, feel free to message me
  3. shannon97
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    I wasn't quite sure how to give you a # of reaction's based off proficiency bonus so I changed the amount of reactions you gain to scale with character level

    It would be possible like this:
    new entry "Petty_Resource"
    type "PassiveData"
    data "Properties" "IsHidden"
    data "BoostContext" "OnCreate;OnTurn"
    data "Boosts" "IF(ConditionResult(context.Source.ProficiencyBonus == 2)):ActionResource(Petty_Resource,2,0);IF(ConditionResult(context.Source.ProficiencyBonus == 3)):ActionResource(Petty_Resource,3,0);IF(ConditionResult(context.Source.ProficiencyBonus == 4)):ActionResource(Petty_Resource,4,0)"

    Since proficiency bonus is not really variable, not even if multiclassing, how you implement it does not actually matter though.
    I also added the "BoostContext" line. With this the adding of the resources is more responsive. Without they only refresh if you (re)load the game I think
    1. GraphicFade
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      Your amazing!  Its been added.
  4. JasmineMorgan
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    I'm giving it for my Fencer Astarion; It feels way too in-character :)
  5. RealDonStefan
    RealDonStefan
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    Nice. Cool mod