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About this mod

This mod adds the Way of Marshmerrow Monk subclass, as defined in Adventurer's Guide to Tamriel, with tweaks to fit Baldurs' Gate 3.

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Adventurer's Guide to Tamriel: Monk Subclass - Way of the Marshmerrow




This mod adds the Way of Marshmerrow Monk subclass, as defined in Adventurer's Guide to Tamriel, with tweaks to fit Baldurs' Gate 3.

About

One of the fastest growing Dunmeri martial arts, the Way of Marshmerrow is a relatively new creation, based on the teachings of Khajiit martial artists. Its teachings weave a practicioners willpower and spiritual essence with more traditional unarmed combat techniques. Monks of this tradition are capable of utilizing their Ki Points to cast spells if they already know how to use magic, and can otherwise create effects similar to traditional Illusion spells using only their actions.

Monks following the Way of Marshmerrow are a tricky bunch. They mix utility and support spells with their unarmed attacks, providing new and interesting playstyles for a budding martial artist.


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Level 3
Managing the Breath:
Monks of the Way of Marshmerrow gain the ability to utilize their Ki, Actions, or Reactions to imitate certain Illusion spells, beginning with:

Moonlight Strike:
Monks following the Way of Marshmerrow have had their Unarmed Strikes augmented to Light up any opponent they hit.

Level 4
Upon reaching Level 4, Monks are granted a choice of 2 passives, augmenting their Monk skills with interrupts or additional effects. Full list below.

Level 6
Severance:
Upon reaching Level 6, Monks are also granted a new Reaction. When making an Unarmed Strike against an opponent, they may spend 3 Ki Points to leave the target under the effects of the Hush spell.

Level 8
At Level 8, Monks are once again granted an additional passive to augment their Monk skills.

Level 9
Peaceful Eye:
Upon reaching Level 9, Monks are granted the ability Peaceful Eye, which they may use 4 Ki Points to use. Peaceful Eye may be cast from up to 18m away. The target must succeed a Wisdom Saving Throw, or be calmed for 4 hours.

Level 10
At Level 10, Monks are once again granted an additional passive to augment their Monk skills.

Level 11
Roaring Palms:
Upon reaching level 11, Monks are granted a new Reaction. When making an Unarmed Strike against an opponent, you may spend 6 Ki Points to create a zone of silence for 18m around your target. Your target must make a Constitution Saving Throw. If they fail, they will be knocked unconscious. If they succeed, they will take 3d6 Thunder Damage.

Managing the Breath
Monks following the Way of Marshmerrow learn advanced techniques to utilize their Ki to mimic Illusion spells. These manifest as passives you may take at certain levels.



Charming Blow
When you make a Flurry of Blows against an opponent, you may spend 1 Ki Point to Charm your opponent for 6 turns.



Demoralizing Blow:
When you make a Flurry of Blows against an opponent, you may spend 1 Ki Point to Frighten your opponent for 6 turns.



Frenzying Blow
When you make a Flurry of Blows against an opponent, you may spend 1 Ki Point to drive your opponent into Madness for 6 turns.



Step of the Wind: Eye-Maze:
When you Disengage using Step of the Wind, you are granted the effects of the Eye-Maze spell for 4 turns, increasing your AC and Stealth by +1.



Step of the Wind: Muffle:
When you Dash using Step of the Wind, you are granted the effects of the Muffle spell for 4 turns, granting Advantage on stealth rolls.



Vibrant Deflection:
When you successfully Deflect Missiles, you add a touch of Color Spray alongside it, Blinding the target.



Misdeflection:
When you successfully Deflect Missiles, your Ki causes an illusory blast the direct your opponent's attention to another character of your choice.


Compatibility
Subclass mods are notoriously incompatible, however, this mod uses the Compatibility Framework API to ensure compatibility with other Monk subclass mods as long as the Framework is installed. It also has a fallback, in case the CF is not installed, which replicates CF functionality.

If you're a mod author and want to know how this is done, feel free to take a look at the Github, in the Script Extender Bootstrapping files. Note that using the CF is ideal, as the CF caches each Progression that it works with, preventing unnecessary calls to the game files, preventing major performance issues. The fallback should only be used if the CF is not detected in the user's load order. 

Installation
This mod relies on the Community Library and the BG3 Script Extender. See the Requirements section for details.

This mod works with BG3 Mod Manager, and likely Vortex Mod Manager, and Manual Installations. BG3 mod manager is by far the simplest method, and as such is recommended.



BG3 Mod Manager
1. Download the latest release, and unzip the .pak file.
2. Open BG3 Mod Manager, click File->Import Mod
3. Select AGtT_WayOfMarshmerrow.pak
4. Once imported hit refresh
5. Drag Way of Marshmerrow to the Left pane
6. Hit "Save Load Order to File"

Other Recommended Mods/Pages
Recommended Mod Management Tools
BG3 Mod Manager

Acknowledgements
- Larian Software, for working on Baldur's Gate 3 and bringing 5th Edition to PC
- The Baldur's Gate 3 Modding Community
ShinyHobo for their work easing the process of creating .pak files
Alana for the creation of the Mod Manager Compatibility Images
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