Polearm Master Plus
🟠 Updated over a year agoPreview

🔍 Analysis
- 👍 0.7% endorsement rate
- 🏆 #255 of 597 Gameplay mods in this game by downloads
📋 About This Mod
Mod Summary
Adds a few things to the 'Polearm Master' feat, and some QOL fixes for polearm related things; giving polearms a bit more flexibility for people that want to specialise in them.
(NOTE: Requires Norbyte's Script-Extender for true dynamic weapon-ranges, but has fallback functionality without it).
Mod Features
New 'Polearm Master: Versatile Reach' Passive
When using a 'Versatile' polearm with two-hands, grants it the 'Reach' property.
(NOTE: Without Script-Extender, versatile polearms have a fixed range halfway between standard and reach).
Fixed 'Polearm Master: Bonus Attack' not triggering any weapon procs
Changed 'Polearm Master: Bonus Attack' damage from to
Moved up a dice-size due to the fact it doesn't benefit from things like +2 Weapon Bonuses.
Added knockback to 'Sentinel' Attack-of-Opportunity feat when wielding a 'Reach' weapon
To fix the issue of 'Reach' weapons not preventing non-reach attackers from hitting back.
Added 'WPN_Spear' tag to the 'Trident' base root-template
Fixes Tridents not working with the various Polearm related feats/skills.
Fixed 'Polearm Master' Attack-of-Opportunity not working when disguised
Removed the requirement that blocks it if you have a 'SG_Disguise' status.
Compatibility Notes
Requires Norbyte's Script-Extender for full functionality regarding dynamically adjusting the weapon-ranges when granting the 'Reach' property, as there doesn't appear to be anyway of dynamically adjusting arbitrary weapon properties in the base-game. Without the Script-Extender the weapons will be still granted the property, but it won't actually dynamically adjust their range; instead they will just have a fixed range halfway between standard and reach at all times.
Custom tridents from other mods should also be granted the 'WPN_Spear' tag if they properly use any of the base-game Tridents as their parent root-template to inherit their properties from. Doing it that way seemed to be the most universal/compatible method for fixing everywhere that Larian forgot to add Tridents to when checking for a polearm.
Mod Collection
Other mods of mine that you might be interested in:
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[]Dye Support For Shields
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]Magical Musical Instruments (for Bards etc.) (Dye Support)[]Multiclass Preferred Casting Ability Fix
[]Adjustable Shove-Pull Targeting
[]Alternative Prone Rules
[]Polearm Master Plus
📊 Mod Details
- Game
- Baldursgate3 Mods
- Author
- Bluesatin
- Version
- 0.2.2.7
- Downloads
- 9,150
- Endorsements
- 60
- Category
- Gameplay
- Created
- 10/26/2024
- Updated
- 10/26/2024
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