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Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)

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  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited March 2016
    > @subtledoctor said:
    > Here's the new compatibility file that can be used by other kit modders to add their kits to our sphere system - the only difference is using "Benediction" instead of "Divine Aid." Btw for any makers of kit mods who want to hook into our sphere system, here is what you need to add with your kit: unzip the attached file and rename it so that "mykit" is replaced with the 2da name of your kit's CLAB table (for, for instance, for the vanilla trueclass cleric would become "clabpr01_spheres.d5").
    >
    > Install it with your kit with the following code (edited to work with your mod structure, of course): ACTION_IF NOT FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
    > COPY ~mymod/path/mykit_spheres.d5~ ~override~
    > END

    To remind me to upload this to the op when I get home

    Edit: okay, I see why you hate the new formatting
  • illathidillathid Member Posts: 320
    I'm excited to see this get released.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    illathid wrote: »
    I'm excited to see this get released.

    Excellent! We're just about finished with HLA's. I'm working on some compatibility issues now, and then I have just two more to make. Then we will be very close to a public beta. I need to check the list, but I think that we will want to address multiclass deity selection, at the very least, before that.
  • The user and all related content has been deleted.
  • KamigoroshiKamigoroshi Member Posts: 5,870
    edited March 2016
    I have just two more to make also! Shapeshift Greater Wolfwere (or "Extra-Greater Werewolf" or "Loup-Garou" or... any suggestions for a good name for this? It's the third werewolf form for our version of Shapeshifters)
    I'd go for Loup-Garou, makes for a nice homeage to Ravenloft. Wolf Lord, Werewolf Lord, or just plain simply True Lycanthrope might be other possibilities.

    There also was an obscure Scandinavian Algonquian monster similar to a Werewolf, half-man/half-wolf with no legs and an afinity for winter and death. A shame that I can't recall its name at this moment. Pretty sure AD&D, D&D, and Pathfinder alike included it in their games as some sort of cursed ex-human lycanthrope/fey/undead thingy.

    Imho, anything's better than unnecessarily mudding down the differences between the convergent evolved "Werewolves" and "Wolfwere". Men that shape into wolves ≠ wolves that shape into men. That would be like making a Werewolf undergoe an 360° devolution to permanently become a dog with benefits.


    Edit:
    Finally remembered its name: the Wendigo!
    Post edited by Kamigoroshi on
  • [Deleted User][Deleted User] Posts: 0
    edited March 2016
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  • KamigoroshiKamigoroshi Member Posts: 5,870
    the convergent evolved "Werewolves" and "Wolfwere". Men that shape into wolves ≠ wolves that shape into men.

    I always hated this idea of "convergent evolution," that there are two completely separate species that just *happen* to have developed/contracted an ability to become almost exactly the same form... I don't believe in coincidences. Werewolf and wolfwere, they may be coming at it from different directions, but it's pretty clearly two variants of a single broad phenomenon: a condition that brings you to the midpoint between the two species.

    *cough**cough*

    [snip]
    To further confuse the issue, there are creatures like the wolfwere and jackalwere, animals which can assume human form. These creatures (“antherions” for lack of a better term) pass on their condition genetically (that is, by having offspring), not by biting and infecting other creatures. Other differences between the two classes of creature include their vulnerabilities: antherions can be struck by cold iron, lycanthropes by silver. Antherions hate lycanthropes, and always attack their counterparts (wolfweres attack werewolves, etc.). Likewise, most lycanthropes feel enmity for antherions, and attack on sight as well.
    [/snip]
    :p
  • ALIENALIEN Member Posts: 1,271
    Hi, @Grammarsalad @subtledoctor Does F&P is read for patch 2.0? For now, it can't be installed due:
    ERROR: Failure("cannot set column-wise to 25STWEAP.2DA")
    
  • [Deleted User][Deleted User] Posts: 0
    edited March 2016
    The user and all related content has been deleted.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    ALIEN wrote: »
    Hi, @Grammarsalad @subtledoctor Does F&P is read for patch 2.0? For now, it can't be installed due:
    ERROR: Failure("cannot set column-wise to 25STWEAP.2DA")
    

    Yes, please post (between spoiler tags) or upload the debug file
  • GrammarsaladGrammarsalad Member Posts: 2,582
    @ALIEN

    Also, could you upload 25STWEAP.2DA?
  • ALIENALIEN Member Posts: 1,271
    edited March 2016
    @subtledoctor @Grammarsalad
    Clean BG1EE 2.0, IDiwdification, F n P Beta 18 http://pastebin.com/TFp4htTc
  • AquadrizztAquadrizzt Member Posts: 1,069
    @subtledoctor , time to crack open my copy of Demihuman Deities and sketch some stuff out I guess. Do you provide a list anywhere that details all the currently incorporated classes?
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited March 2016
    @Aquadrizzt

    I don't believe that we have a list. But let me make one right here, right now...give me a few

    EDIT: Okay, this'll take me a bit longer, but I'm going to put full descriptions of all of the kits we have made so far.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited March 2016
    Okay, I'm glad I'm doing this. I need to make some updates...

    If anybody wants to write some fluff text, I'd be happy for the help...

    In FnP:

    Clerics: Pretty much exactly as they are in vanilla.

    Generally major access to 6 spheres, and minor access to 7 spheres. One or two special abilities

    Dawnbringer of Lathander
    DAWNBRINGER OF LATHANDER: Fluffy fluff

    Abilities:
    - Turns undead as a cleric four levels higher than their current level.
    - Can cast Boon of Lathander as a special ability once per day. The Dawnbringer gains an additional use at levels 4, 8, 12, 16 and 20.
    BOON OF LATHANDER: This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the caster from level drain.
    - Can cast False Dawn as a special ability once per day at 9th level. The dawnbringer gains an additional use at levels 20 and 30. The abilty functions as the cleric spell of the same name.

    Sphere Access
    - Major access to the spheres of: Life, Light, Fire, Vigor, Benediction, Protection.
    - Minor access to the spheres of: War, Air, Earth, Knowledge, Magic, Thought, Destruction.

    Restrictions:
    - Alignment: Any good, or lawful neutral.

    Stormbringer of Talos
    STORMBRINGER OF TALOS: Stormbringers are clerics of Talos, the Destroyer, the Raging One, the Stormstar, the Storm Lord. FLUFFY FLUFF

    Abilities:
    - Talos' Favor: Stormbringers are 50% resistant to electricity damage.
    - Can cast Storm Shield as a special ablity once per day. The Stormbringer gains an additional use at levels 4, 8, 12, 16 and 20.
    STORM SHIELD: This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles.
    - Can cast Lightning Bolt as a special ability once per day at 9th level. The stormbringer gains an additional use at levels 20 and 30. The abilty functions as the wizard spell of the same name.

    Sphere Access:
    - Major access to the spheres of: Life, Air, Destruction, Fire, Water, Earth
    - Minor access to the spheres of: War, Vigor, Death, Shadow, Affliction, Magic, Dread.~

    Restrictions:
    - Alignment: any evil or chaotic neutral~

    Cleric of Tymora
    CLERIC OF TYMORA: Also known as Lady Luck, Tymora is the goddess of good fortune. The sect of her clerics known as Luckriders eat, drink, and sleep luck. Confident to the point of cockiness, they enter battle recklessly, throwing caution to the wind and trusting in fate. Considering how many adventurers perish despite crafting meticulous strategies and plans, this is not a ridiculous position.

    Abilities:
    - Luckriders are innately lucky, receiving the effects of the Luck spell permanently.
    - May cast an area-of-effect "Tymora's Luck" spell innately once per day, and once more for each 5 levels of experience gained.

    TYMORA'S LUCK:

    The allies of this spellcaster gain extraordinary luck for the next 1 turn, receiving a +1 bonus to their saving throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. Finally, spells that offer saving throws to enemies are more likely to be effective: a spell that usually offers a saving throw with no penalty will instead offer a saving throw with a -2 penalty.

    Sphere Access:
    - Major access to the spheres of: Benediction, Life, Protection, Knowledge, Thought, Air.
    - Minor access to the spheres of: Destruction, Dread, Vigor, Light, Shadow, Deception, Magic.~

    Restrictions:
    - Alignment: may not Lawful or Evil.

    Watcher of Helm
    WATCHER OF HELM: ...

    Advantages:
    – Watchers automatically gain a proficiency point in longsword, Helm's favored weapon.
    - Heightened Awareness: +1 bonus to AC and +2 bonus to save vs breath
    - Can cast Helm's eye as a special ability once per day at 9th level. The watcher gains an additional use at levels 11, 13, 15, 17 and 19. Helm's eye is equivalent to the wizard spell, wizard eye.
    - Can cast Seeking Sword as a special ablity once per day. The Watcher gains an additional use at levels 4, 8, 12, 16 and 20.
    SEEKING SWORD: This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells.

    Sphere Access:
    - Major access to the spheres of: Benediction, Life, Protection, Knowledge, Vigor, War.
    - Minor access to the spheres of: Destruction, Light, Dread, Affliction, Death, Thought, Magic.

    Restrictions:
    - Alignment: May be Lawful Good, Lawful Neutral, or True Neutral.~

    Battleguard of Tempus
    BATTLEGUARD OF TEMPUS: fluff

    Abilities:
    - May specialize in any melee weapon.
    - +1 to hit and damage with all weapons.
    - Gains an additional attack every two rounds at 7th level; this bonus increases to a full attack per round at 13th level
    - Can cast Chant as a spell like ability one time per day but with a casting time of 1 at first level. The Battleguard gains an additional use every 5 levels.
    - So yeah, really up in the air right now. Probably extra attacks and ragy stuff.
    Disadvanteges:

    Sphere Access:
    - Major access to the spheres of: Benediction, Life, Protection, Knowledge, Thought, Light, Deception.
    - Minor access to the spheres of: Dread, Vigor, Air, Shadow, Magic.~

    Restrictions:

    Cleric of Leira
    CLERIC OF LEIRA: Leira is the goddess of deception and illusion. She was supposedly slain under mysterious circumstances during the Avatar crisis, but at least one sect of her worshippers, the Mistwalkers, continue to receive divine power. Lies are their currency, illusion is their tool.

    Abilities:
    - May use the "Leira's Double" ability once every 5 rounds. Often used in emergencies, this causes an illusionary double of the cleric to spring into existence. If the cleric is being attacked, the double will absorb the first blow that lands, and disappear. At 6th level two doubles are created, and at 12th level one of the two doubles can actually wander away from the cleric to distract enemies. Mistwalkers may use this ability once per turn.

    Sphere Access:
    - Major access to the spheres of: Benediction, Life, Protection, Knowledge, Thought, Light, Deception.
    - Minor access to the spheres of: Dread, Vigor, Air, Shadow, Magic.

    Restrictions:
    - May not dual-class to fighter.
    - Alignment: may not be Lawful.

    Cleric of Loviatar
    CLERIC OF LOVIATAR: Known as The Maiden of Pain and The Willing Whip, loviatar is the evil goddess of agony. She is often seen as a cold-hearted bully, calculating and despotic; she revels in inflicting physical and psychological suffering. Her priests, known simply as "Pains," find freedom and power in such pain, and they seek to spread that gospel to others... regardless whether their victims are actually seeking such enlightenment.

    Abilities:
    - Can use the Pain Touch ability at will.
    - PAIN TOUCH
    When the priest of Lovitar activates this ability, <PRO_HISHER> mere touch creates waves of pain for any creature with a nervous system. When she touches any creature, they must save vs death or suffer a -2 penalty to their dexterity and -4 to thac0 as they writhe in agony and will suffer 1 point of non-lethal damage every 12 seconds.
    The penalties and damage occurs over an excruciating period of 10 rounds.

    Pains have have this touch indefinitely, but they can suppress it as needed.
    - Loviatar's Caress(?)

    Sphere Access:
    - Major access to the spheres of: Life, Death, Knowledge, Thought, Dread, Affliction.
    - Minor access to the spheres of: Benediction, Protection, War, Destruction, Vigor, Shadow, Deception.~

    Restrictions:
    - May not be Good.

    Loviatar's Caress
    (Alteration)
    Level: 2
    Sphere: Combat
    Range: Self
    Duration: 4 Rounds
    Casting Time: 0
    Saving Throw: None

    When the cleric casts this spell, her hands become instruments of Lovitar. She can strike with uncanny accuracy with her hands (+10 to hit) and she inflicts an additional +2 points of damage per level to a maximum of +20 points at 10th level. This spell stacks with other unarmed attacks, such as pain touch.~

    I believe that @FailGeek has made compatible clerics of Baervan, Baravar, Clangeddin, Aerdrie, Arvoreen and Gruumsh here: https://forums.beamdog.com/discussion/46717/mod-fg-cleric-kits-updated#latest

    Acolytes next


  • GrammarsaladGrammarsalad Member Posts: 2,582
    Acolytes: Cloister types. Have a closer connection to deity, have advanced "focus" access to one sphere (where they get spells 1 level earlier), but don't have as much combat/armor training. Generally get major access to 7 spheres, one with focus, and minor access to 6 spheres.
    ACOLYTE: Also known as "Archivists" or "Cloisters", Acolytes are especially pious and studious clerics that rarely venture beyond abbey walls. However, when they do go adventuring, their skills and spells are quite useful, even if they lack combat training typical of most clerics.
    CLASS FEATURES:
    - Lore: Lore increases by 5 per level.
    - Devoted Servant: Acolytes always get more bonus spells than other clerics of the same deity as the have spent years cultivating a connection with that deity through rigorous ritual and meditation. As such, they gain +1 spell per spell level.

    Disadvantages:
    - Can only wear leather armors
    - Gains only d6 HD per level.

    Restrictions:
    (Note: Notice how we incorporate different orders of priests into our system. Worshipers of Tempus can be Battleguards (Clerics), Broken Blades (Acolytes) and Glorybloods (Champions--the altered Paladin)
    Broken Blade of Tempus
    BROKEN BLADE OF TEMPUS: Broken Blades honor Tempus by treating those wounded in battle. Unlike Battleguards and Glorybloods, who are most frequently found on the front lines, it is more common to find a Broken Blades at the rear, treating and protecting the wounded. Broken Blades are particulary millitant for acolytes, wearing chain armor, and often weilding battle axes, and will be found defending any of Tempus's holy sites.

    Abilities:
    - Unlike most acolytes, Broken Blades can wear chain armor.
    - Broken Blades automatically gain proficiency with the axe.
    - Unlike most acolytes, Broken Blades gain 1d8HD per level.
    (NOTE: I don't think that this will work...nor is it necessary IMO)
    - Can cast Chant as a spell like ability one time per day but with a casting time of 1 at first level. The Battleguard gains an additional use every 5 levels.
    Disadvanteges:

    Sphere Access:
    - Focus Access to the sphere of: Life
    - Major access to the spheres of: Benediction, Destruction, Vigor, Affliction, Protection, War.
    - Minor access to the spheres of: Thought, Death, Dread, Fire, Earth, Animal.
    -
    Restrictions:
    - None

    Painbearer of Ilmater
    PAINBEARER OF ILMATER: Priests of Ilmater are often itinerant, traveling the land looking to assuage suffering wherever it may exist. ...

    Abilities:
    - Can cast remove fear at will.
    - +4 to saves against death
    - Painbearers gain a 20% resistance to cold and fire damage
    - At 3rd level, can cast Draw Upon Holy Might as a special ability once per day. <PRO_HESHE> gains an additional use every 4 levels to a maximum of 5 at 19th level.
    - At 12th level, the priest of Ilmater can use Spirit of Ilmater once per day as a special ability.
    Disadvanteges:

    Sphere Access:
    - Focus Access to the sphere of: Protection
    - Major access to the spheres of: Benediction, Life, Vigor, Affliction, Light, Knowledge.
    - Minor access to the spheres of: Death, Destruction, Dread, Thought, Shadow, Magic.

    Restrictions:
    - May not be Evil.

    Acolyte of Mask
    ACOLYTE OF MASK: Mask is the god of shadow and intrigue. His goals are always hidden, and his actions are motivated by many layers of schemes and plans. His sect of Nightrunners includes both priests and cleric/thieves who travel the land advancing Mask's agenda.

    Abilities:
    - May create a Shadow Eye, an invisible floating eye through which the Nightrunner can scout distant locations.
    - From 4th level, Nightrunners can suddenly disappear from sight via a magical Shadow Door.
    - At 8th level, Nightrunners gain the ability to conjure a creature of pure shadow to fight on their behalf.

    Sphere Access:
    - Focus access to the sphere of: Deception
    - Major access to the spheres of: Benediction, Life, Knowledge, Thought, Dread, Shadow.
    - Minor access to the spheres of: Death, War, Protection, Vigor, Affliction, Magic.

    Restrictions:
    - Alignment: may not Lawful or Good.

    Acolyte of Shar (Darkcloaks?)
    ACOLYTE OF SHAR: Shar is known as the Mistress of the Night. She is the goddess of darkness, presiding over caverns, darkness, dungeons, forgetfulness, loss, night, and secrets. The Darkcloaks are an unusual sect, who use Shar's influence to give care and comfort to those who are lost or emotionally damaged. While some other followers of Shar spurn these acolytes for failing to be militant enough, Darkcloaks still possess powerful abilities to strive against their enemies.

    Abilities:
    - May cast Power Word: Sleep once per day at level 1.
    - May cast Blur once per day at level 5.
    - May cast Phantom Blade once per day at level 9.
    - May cast Power Word: Blindness once per day at level 13.

    Sphere Access:
    - Focus access to the sphere: Shadow
    - Major access to the spheres of: Benediction, Death, Deception, Knowledge, Thought, Dread, Magic.
    - Minor access to the spheres of: Life, Protection, War, Vigor, Destruction, Affliction,

    Restrictions:
    - May not dual-class to fighter.
    - Alignment: may not be Chaotic or Good.

    As you may have noticed, we're a bit short on Acolytes. But, we're really short on Incarnates (next)
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Incarnates: These are the 'chosen' priests, like the chosen of Mystra, or that guy in the books (forget his name) that was a chosen of Cyric. They are short on spell access (IIRC), but they have a lot of special abilities.
    INCARNATE: Often called, "Chosen", Incarnates are 'natural' priests, with little or no connection to any church hierarchy. It is less true to say that they choose their deity than they are 'chosen' by a given deity (whether they like it or not) for their temperament, and natural connection to divine magic. Often peasants, they typically have few skills or other special training.

    Advantages:
    - Divine Favor: Incarnates gain special unique abilities that are not available to other clerics, including specialized priests of the same deity.
    Disadvantages:
    - Is not proficient with armor, shields or helmets.

    Incarnate of Mystra (Spellbender ?)
    INCARNATE OF MYSTRA: Mystra is known as the Lady of Spells and the Mother of Magic. She tends to the Weave, the magical energies surrounding Faerun which enables mortals to learn and cast spells. More often than most deities, Mystra will imbue a mortal with the touch of her essence, causing that individual's magical talent to blossom. These Incarnates possess a unique ability to use memorization slots for priest spells to instead cast wizard spells in a fashion similar to a sorcerer.

    Abilities:
    - May use the 'Arcane Weaving' abilities in place of memorizing priest spells. This ability allows the Incarnate to spontaneously cast one of several wizard spells of one level lower than the sacrificed priest spell.
    - May cast 1 extra spell per level, compared to clerics.
    - No casting speed penalty.

    Restrictions:
    - May not be Evil.
    - May not dual-class.~
    @26504 = ~INCARNATE OF MYSTRA: Mystra is known as the Lady of Spells and the Mother of Magic. She tends to the Weave, the magical energies surrounding Faerun which enables mortals to learn and cast spells. More often than most deities, Mystra will imbue a mortal with the touch of her essence, causing that individual's magical talent to blossom. These Incarnates possess a unique ability to use memorization slots for priest spells to instead cast wizard spells in a fashion similar to a sorcerer.

    Sphere Access:
    - Major access to the spheres of: Benediction, Life, Protection, Destruction, Knowledge, Light, Magic.
    - Minor access to the spheres of: Thought, Dread, Vigor, Air, Fire, Shadow, Deception.~

    Special Abilities:
    Arcane Weaving I

    This magic will allow the Spellbender to cast one of the following spells:
    - Identify
    - Shield
    - Reflected Image
    - Grease
    - Sleep
    - Shocking Grasp
    - Burning Hands
    - Magic Missile~

    Arcane Weaving II

    This magic will allow the Spellbender to cast one of the following spells:
    - Vocalize
    - Blur
    - Invisibility
    - Horror
    - Web
    - Glitterdust
    - Acid Arrow
    - Knock~

    Arcane Weaving III

    This magic will allow the Spellbender to cast one of the following spells:
    - Dispel Magic
    - Detect Illusion
    - Ghost Armor
    - Protection from Missiles
    - Haste
    - Dire Charm
    - Lightning Bolt
    - Fireball~

    Arcane Weaving IV

    This magic will allow the Spellbender to cast one of the following spells:
    - Minor Globe
    - Stoneskin
    - Polymorph Self
    - Improved Invisibility
    - Secret Word
    - Greater Malison
    - Confusion
    - Ice Storm~

    Arcane Weaving V

    This magic will allow the Spellbender to cast one of the following spells:
    - Oracle
    - Shadow Door
    - Minor Turning
    - Phantom Blade
    - Domination
    - Breach
    - Hold Monster
    - Cloudkill~

    Arcane Weaving VI

    This magic will allow the Spellbender to cast one of the following spells:
    - Globe of Invulnerability
    - Spell Deflection
    - Protection from Energy
    - Mislead
    - Tenser's Transformation
    - Pierce Magic
    - Improved Haste
    - Chain Lightning

    As you see we really need more incarnates. But, you will also notice that they are only approapriate for certain deities, and they require a bit more time to create. I'm thinking that we should at least have incarnates for:

    - Shar (shadowcasters)
    - Ilmater
    - Talos
    - Bane/Cyric
    - ?
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    A sketch really, you may use/change/discard it at will:
    TRUESWORD OF ARVOREEN: fluffy fluff

    Abilities:
    – Can multiclass as fighters/trueswords.
    – Can hide in shadows and move silently as a ranger of the same level.
    – Can cast Strength as a special ability once per day. Trueswords gain an additional use of this ability at levels 4, 8, 12, 16 and 20.
    – Can invoke courage in themselves and all allies within 30-feet radius at 5th level. Affected individuals receive immunity to fear and a +1 bonus to attack rolls and saving throws. This ability lasts 1 turn and can be used once per day. Trueswords gain additional use at levels 10, 15 and 20.
    – Can use Lay of Hands ability once a day (as per paladin), at 7th level. Trueswords gain additional use at levels 14 and 21.

    Sphere access:
    – Major access to the spheres of: Combat, Law, Protection, War, Benediction.
    – Minor access to the spheres of: Light, Vigor, Knowledge, Air, Life/Healing, Destruction.

    Restrictions:
    – Must be a Halfling.
    – Must be Lawful Good, Neutral Good or Lawful Neutral.
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    Ok, another one from Halfling Pantheon:
    HOMESTEADERS OF CYRROLLALEE:

    Abilities:
    – May Specialize (two slots) in using blunt weapons.
    – Receives +3 bonus to saving throws vs. fear effects.
    – Turns undead at two levels higher when inside a settlement or a building inhabited by halflings.
    – Can cast Detect Evil once per day as a special ability. Homesteaders gain another use at every odd level.
    – Can cast Sanctuary once per day as a special ability at 2nd level. Homesteaders gain another use at every even level.
    – Can cast Friends once per day as a special ability at 4th level. Homesteaders gain another use at levels 8, 12, 16 and 20.

    Sphere access:
    – Major access to the spheres of: Thought/Charm, Life/Healing, Protection, Law, Animal.
    – Minor access to the spheres of: Deception, Plant, Light, Water, Vigor, Dread.

    Restrictions:
    – Must be a Halfling.
    – Must be Lawful Good.
  • [Deleted User][Deleted User] Posts: 0
    edited March 2016
    The user and all related content has been deleted.
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    edited March 2016
    Ok, last one for today:
    HORN GUARD OF YONDALLA:

    – Racial THAC0 bonus with slings increases to +2.
    – Can cast Magical Stone once per day as a special ability. Horn Guards gain another use at every odd level.
    – Can cast Bless once per day as a special ability at 4th level (with twice the normal duration as the 1st level cleric spell). Horn Guards gain another use at levels 8, 12, 16 and 20.
    – Receives immunity to fear at 7th level.
    – Receives immunity to paralyzation at 10th level.

    Sphere access:
    – Major access to the spheres of: Earth, Plant, Animal, Benediction, Life/Healing.
    – Minor access to the spheres of: Protection, Vigor, Thought/Charm, Knowledge, Water, Air.

    Restrictions:
    – Must be a Halfling.
    – Must be Lawful Good.

    @subtledoctor I'm just in the mood of throwing ideas, but you can alter these ideas as suits you. I'm totally not familiar with engine limitations, so it's entirely possible that some of those ideas cannot be implemented at all.

    EDIT: According to Faiths & Avatars specialty priests of Loviatar are called Pains. So simple Pains of Loviatar will be good.
  • The user and all related content has been deleted.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited March 2016
    @Cahir we can't implement Hide in Shadows in a cleric kit. Other than that, however, I'm right there with you. I have something almost exactly like that Truesword kit more or less ready to go, from an old version of my other mod (basically it's a cleric kit with Mazzy's special abilities). I can add it easily. ...But, how easily can we add demihuman restrictions to the deity-choice dialog? Seems like an extra layer of complication, it might be best to add them in a post-release update... Up to you.

    @Grammarsalad, going forward we should use the fluff kit names when adding new ones. I'm going add them for the existing kits after you send your next build back to me. You can edit your posts above with the following names:

    - cleric of Tymora = "Luckrider of Tymora"
    - cleric of Leira = "Mistwalker"
    - cleric of Loviatar = "Pain" but I don't love that... maybe "Paingiver?"
    - acolyte of Mask = "Nightrunner"
    - acolyte of Shar = "Darkcloak"

    Also, for multiclassing purposes, I'm going to add a cleric of Sylvanus kit, called a "Druid of Sylvanus" which will allow us to effectively have druid/rangers, druid/thieves, and druid/mages.

    Also, note to self, I need to remove "Identify" from the Incarnate of Mystra, since it doesn't work to identify anything. :tongue:

    Also, as to naming: I think the idea behind the kit names for clerics and acolytes is that they join a particular sect, and therefore become a "Broken Blade" or a "Nightrunner..." with incarnates, it is not a voluntary decision, there is no communal association. So I don't think they need kit names, they can just be "Incarnate of Mystra," "Incarnate of Talos," etc. Just a thought.

    Good points. I remember deciding against calling Loviatarian clerics "Pain", but I can get behind "Paingiver"
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    @subtledoctor I may also be imprecise when it comes to balance these kits (I never fashioned a kit before), so these could be overpowered or underpowered (and so need to be tweaked probably).
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  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    @subtledoctor, yeah it may even be that my ideas will inspire better ideas and that's great too!
    Hmm, maybe create some sling stones with abilities that mimic those of arrows (like detonation, slaying or dispelling) and/or something like bullet of bludgeoning (+4 THAC0, +6 crushing damage)? It may be that Horn Guard can create each type of bullet on specific levels.

    I may throw some more ideas tomorrow (time to bed now, it's almost 2 a.m. here) :smile:
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    Ehh, another one. This time from Faerunian Pantheon:
    GLYPHSCRIBES OF DENEIR:

    Abilities:
    – May Specialize (two slots) in using blunt weapons.
    – Immune to Glyph of Warding at 3rd level.
    – Can cast Glyph of Warding once per day as a special ability at 5th level . Glyphscribes gain another use at levels 10, 15 and 20. All saving throws versus Glyph of Warding cast by a Glyphscribe are made with -4 penalty and electrical damage inflicted rise to 2d4 per level of a caster.
    – Can cast Dispel Magic once per day as a special ability at 7th level. Glyphscribes gain another use at levels 14 and 21.
    – Can cast any of the Symbol spells once per day as a special ability at 15th level.

    Sphere access:
    – Major access to the spheres of: Protection, Magic, Knowledge, Deception, Affliction.
    – Minor access to the spheres of: Light, Dread, Thought/Charm, Death, Life/Healing, Benediction.

    Restrictions:
    – Alignment restricted to lawful good, neutral good, chaotic good, and true neutral.
  • Woolie_WoolWoolie_Wool Member Posts: 153
    Is there a beta/prerelease version of this somewhere in the thread? I noticed people other than the developer talking about playing it and reporting bugs, and I am a big fan of the divine classes.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Is there a beta/prerelease version of this somewhere in the thread? I noticed people other than the developer talking about playing it and reporting bugs, and I am a big fan of the divine classes.

    @Woolie_Wool
    It's in private beta right now. If you want access, just let us know!
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