It adds the usual stuff from some of my previous addons (which are to be considered discountinued as of... right now), such as Bunnymorphs, the Spell / Cantrips tree, rapiers and whips and also includes new things, such as:
- New artifacts (a 2-item set is going to come in the following versions)
- Instruments, like harps and singing swords (the latter are for a class I got planned out)
- Performers, a new category of classes that rely on Cunning and mindpower
- Melody, performers' main resource pool
- Sound damage, performers' main damage type
- New item egos to go along with the additions in here
aaaaaand... Bards, a new playable class that relies on Cunning, Dexterity and Magic and encourages going for an hybrid style.
Races to go along with them: Halfling, Shalore, Cornac, Higher, Yeek and... Bunnymorph?

Here's a brief list of their talent trees:
Generics:
Combat Training (1.1)
Mobility (1.2)
Survival (1.1) (locked)
Divination (1.0) (locked)
Performer / Songs (Cun, 1.3) (melody tree)
The most generic performer tree of them all, this is basically a collection of semi-permanent buffs and radius 3 debuffs, their effectiveness depends on your current melody. If it's too low they won't have any effect.
Performer / Wanderer (Cun, 1.3) (melody tree)
A defensive tree that scales around Cunning and Luck and encourages using light or no armor. Perfect for your mankini runs.

Performer / Bard (Cun, 1.3) (melody tree)
Here you have a set of buffs made to make Bards more manageable and more flexible. Hint: check out Silent Combat, it plays a big role on this class
Class Trees:
Dirty Fighting (1.2)
Combat Techniques (1.2) (locked)
Archery (Slings) (1.1)
Phantasm (1.1)
Spell / Cantrips (Mag, 1.1)
Same as before, except for some light damage being swapped out for sound damage. Flashbang also soundshocks instead of shocking.
Go here for details: http://forums.te4.org/viewtopic.php?f=50&t=43309
Performer / Tunecrafting (Cun, 1.3) (melody tree)
Tunecrafting is meant to be the defining performer tree, it's a series of mind talents based around debuffing, stacking debuffs and reaping profits from the stacking. Gravity and Distortion are the obvious inspirations but... I added some twists of my own to the deal.

Performer / Bardic Combat (Dex, 1.3) (melody/stamina) (bardic weapon only tree)
This is where you get stuff to whack stuff, 1st and 4th skill are your main whack buttons, while the 2nd and 3rd skill grant you some mobility while still being whack-tastic. The skills can change according to... something (hint: you need Silent Combat for that)
Performer / Tuneslinger (Dex, 1.3) (melody/stamina) (sling only tree)
Pretty basic, you got your own Steady Shot and some pretty absurd sling talents here (slings need some more love don't they). As with Bardic Combat, Silent Combat plays a role here.
Performer / Dashing Swordsman (Cun, level 10, 1.3) (melody/stamina) (locked) (bardic weapon only tree)
I just wanna point out that the blame for this tree goes both to me and to Aura Of The Dawn, since he encouraged me to implement this.

This is pretty straightforward, use your mindpower to quip your opponents to death. It can get pretty insane with some investment but since it's melee only I guess that evens it out, right?
Performer / Electric (Mag, level 10, 1.3) (melody/spell) (locked)
One of 3 specialization trees for performers (and the only one implemented so far) and the Bard's natural specialization, this makes you and your instruments get that... spark that makes your spellcasting more, well, electric. Get bonus lightning damage on sound damage, summon amplifiers, use an Aether Avatar knockoff, this tree's got it all!
Now, for the technical stuff:
Bugs:
- Egoed harps with on hit effects show those instead of project values in the name
- The character dump isn't the prettiest thing
Bad superloads: -stuff that is likely to break because of other addons/new ToME versions
- Character Dump (for showing the new resources)
About addons:
If grayswandir's weapons pack addon is active Bards will use rapiers from that addon unless they're disabled, in that case my rapiers will be active instead. As for whips I decided to let gray's ones be the only ones available, since he's worked on them way more than I did.
Feedback on balancing will be appreciated as well as quips for any enemy type, the ones that are currently in are few, mostly generic and mostly lame.
The addon is here: http://te4.org/games/addons/tome/pepper-pack