More Cleric Kits
Sceptenar
Member Posts: 606
I would request that more cleric kits be added allowing you a broader choice in which deity your character worships. Currently the choices are Lathander (for good characters), Helm (for neutral characters) and Talos (for evil characters).
I would suggest having one deity for each of the nine alignments. For example LG: Tyr, NG: Lathander, CG: Selune, LN: Helm, N: Oghma, CN: Tempus, LE: Loviatar (preferably Bane if he has returned to life by then), NE: Shar (Viconia is a dead ringer for this one), CE: Talos.
Simply limiting your choices to the original three is not neccessary, and the Forgotten Realms has so many good deities to choose from.
I would suggest having one deity for each of the nine alignments. For example LG: Tyr, NG: Lathander, CG: Selune, LN: Helm, N: Oghma, CN: Tempus, LE: Loviatar (preferably Bane if he has returned to life by then), NE: Shar (Viconia is a dead ringer for this one), CE: Talos.
Simply limiting your choices to the original three is not neccessary, and the Forgotten Realms has so many good deities to choose from.
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Comments
That's also a good idea. Instead of focusing on deities, you could do deity neutral prestige classes like Hierophant, Evangelist or Divine Disciple.
- There are no temples of other gods in the temple district.
- There is a 9 kit limitation, so this would fill all the slots, and there would be no place for mod kits.
Although this could be a great DLC - a bunch of priest kits you can choose to install, and some sort of dynamic temple area that spawns different priests based on your kit selection.
And in 2nd edition DnD there are specialist priests, but they are not clerics with 2 special powers as implemented in SoA. They have more varied powers, and also hindrances. Divine remix mod tries to implement this to a degree.
2) Didn't mods already break the 9 kit limitation? And even if not, that's the sort of coding update I'd expect.
Hmmmm... ya know what? that's alot of work...
Elven Moonblades are extremely magical, and can only be used by the family who owns them. Even then, they have to pass a test by the blade, which reads their soul (mind/beliefs/actions). There is an elf named Elaith Craulnober, an evil elf of Waterdeep. He's the last of his family- he has a Moonblade, but did not pass the test to wield it, so he drifted into greater evil and depravity. In one of the Arilyn Moonblade books (he serves as an antagonist to the female main character), he discovers that he has had a child with a former slave of his. And his daughter has the power to wield the Moonblade. This is making him drift back to his former more good alignment in order to teach his daughter what she needs to wield the family blade.
Kits I'd love to see by class.
Barbarian -- Frenzied Bererker, Eye of Grumish
Fighter -- Spellblade
Ranger -- Arcane Archer
Cleric -- Hierophant, Seer, Favored Soul
Mage -- Archmage
Theif -- Shadowdancer, Scout
Druid -- Shaman
Paladin --Knight
Monk -- (Never played monks, so don't know much for them)
Sorcerer -- Dragon Blood, Demon Blood, Fey Blood, Celestial Blood
A lot of those are 3e Prestige Classes, but kits could easily be made for them, and they would add a lot of variety to the game both at low and higher levels.
Hmm....think I need to make a new post...
anyways, this is something I want very much.
I love the idea of extra kits, i want my option to be a painbearer of ilmater!
AND Beamdog is working with ascention64(or whatever) TO impliment the tobex (Throne of Bhaal Extender) into the UI itself, which broke the 9-kit limit and adds a scrolling feature to the UI.
Most of these new kits should be fairly easy to implement, especially if they just provide extra spells.
(Edited to fix the name of Iyachtu Xvim)
And i think the reason THOSE specific gods where chosen, is because they are neutral. (Lathander NG, Helm LN, Talos, CN) While i agree it would be MUCH more fun to have lots more kits (See my constant rants and obsession over Divine Remix) I do understand why the specific deities were chosen for BG2.
LN, CN, NG and NE would've been a better alignment split than what they had, just because it would've done a much better job of covering all the bases. You'd only be one step away from something that would make sense for your character. The developers clearly didn't want to give any class more kits than the others, though, and I think that's one of the reasons we got stuck with the three sucky ones. I'd have gone with four at least:
LN: Kelemvor - Doombringer (better against and utilizing undead. Bonus to saves against death magic. Lots of possibilities here)
NG: Mystra - Dweomerkeeper (the kit would've been far more interesting, providing the players with some mage spells and/or a bonus to saves vs magic).
NE: Shar - Nightcloak (Immunity to blindness, darkness spells including the signature spell Armor of Darkness, which I'll neglect to note in it's entirety, but trust me it's cool/useful)
CN: Tempus - Battleguard (This one's a no-brainer. Give the priest the ability to specialize in weapons and some cool battle magic)
Keep in mind that the four I mentioned aren't even my favorites. My suggestions are based off what I think would provide the greatest flavor/mass appeal. If I had it my way, you could only select Selune, Sune, and Tymora. (I got a thing for CG chicks, I guess)
Either way, there's a metric butt ton of Priest Kits already implemented in Icewind Dale II, and I'm pretty sure it wouldn't be too difficult to just port those on over. They even cover the deities that everyone is itching for, fancy that.