Hey guys, just thought I would mention I have taken note of all the Kit ideas (and amendments) and put it together in a document. Once I have finished formatting I will get it into @Grammarsalad 's drive for reference use at any time. Everyone who has submitted ideas will be credited at the bottom of the document.
I am loving these ideas, and I like the idea that we might have a few flavourful additions to the blackguard, by having devil patrons.
Aahh, well that's something. And yes, I forgot about demons!
Looks like I'm too tired to write up the demons tonight but while doing some research I stumbled across some info on some of the big players among the yugoloths (and a couple of Baernaloths). I'm writing their names here to keep track of them:
the General of Gehenna
Mydianchlarus the Oinoloth
Helekanalaith the arcanaloth lord
Bubonix the altraloth
Anthraxus the deposed
Shemeshka the Marauder
Harishek ap Thulkesh the Blind Clockmaker
Daru Ib Shamiq the lie weaver
Hey guys, just thought I would mention I have taken note of all the Kit ideas (and amendments) and put it together in a document. Once I have finished formatting I will get it into @Grammarsalad 's drive for reference use at any time. Everyone who has submitted ideas will be credited at the bottom of the document.
I am loving these ideas, and I like the idea that we might have a few flavourful additions to the blackguard, by having devil patrons.
I have also started writing up .tp2's to the best of my ability for some of the clerics. I could probably do with a template that you guys use for how to inject the sphere system into a kit and things such as that (basically anything that differs compared to the normal cleric kits). I also have 3 or 4 icons nearly ready.
Abilities
- Immune to sleep and fatigue.
- May use Iron Vigil as a special ability once per day. Additional uses are gained at 4th, 8th, 12th, 16th and 19th.
IRON VIGIL: For 1 hour, the barakar becomes immune to backstabs and gains a +3 bonus to saving throws vs. enchantment and illusion spells.
- 7th: May make 3 attacks every 2 rounds with melee weapons.
- 13th: May make 2 attacks every round with melee weapons.
Sphere Access
- Major access to the spheres of: Benediction, Knowledge, Life, Light, Protection, War
- Minor access to the spheres of: Animal, Dread, Earth, Magic, Thought, Vigor
Restrictions
- Must be a dwarf.
- Must be lawful good or lawful neutral.
- May not multiclass.
Priest [Trailblazer] of Marthammor
Abilities
- Gains 50% resistance to electricity damage.
- Receives a +2 bonus to movement speed. This bonus improves to +3 at 9th and +4 at 17th.
- May use Lightning Bolt (as the 3rd level mage spell) as a special ability once per day at 5th level. Additional uses are gained at 10th, 15th, 20th, and 30th.
Restrictions
- Must be a dwarf.
- Must be neutral good.
- May not multiclass.
Acolyte [Vuddar] of Thard
Abilities
- May use Claws of Thard Harr as a special ability once per day. Additional uses are gained at 5th, 10th, 15th, and 19th levels.
CLAWS OF THARD HARR: Transform the hands of touched ally into claws that deal 2d4+4 slashing damage. These claws override existing weapons and are treated as +1 magical weapons.
Sphere Access
- Focus access to sphere of: Plant
- Major access to spheres of: Air, Animal, Earth, Protection, Vigor
- Minor access to spheres of: Life, Light, Knowledge, Magic, Thought, War
Restrictions
- Must be a dwarf.
- Must be neutral good or chaotic good.
- May not multiclass.
Priest/Thief [Aurak] of Vergadain
Abilities
- Permanent +10% bonus to the amount of gold received.
- Immune to backstabs.
- May cast Friends (as the 1st level mage spell) as a special ability once per day. Additional uses are gained at 5th, 10th, 15th, and 19th.
Sphere Access
- Major access to spheres of: Deception, Life, Knowledge, Protection, Thought, War
- Minor access to spheres of: Animal, Destruction, Dread, Earth, Light, Magic
Restrictions
- Must be a dwarf.
- Must be true neutral or chaotic neutral.
Trailblazer could probably be converted to priest/ranger (or whatever equivalent you had in mind) without too much trouble. I think the Aurak's gold boost is possible, but I haven't tested it... Claws of Thard Harr will probably get a magical equipment bonus upgrade at some point (to prevent irrelevancy at high levels).
PALADIN OF THE DEATHGRINS: The Brotherhood of Those Who Smile in the Face of Death (usually known as the Deathgrins) was founded by the survivors of the battle that drove the werecrocodile followers of Sebek from Mulhorand and destroyed the city of Sekras. This order of paladins has continued to serve as the sword arm of Osiris when evil takes root in the Old Empires. Since the Godswar, paladins of the deathgrins have spend a great deal of effort and sacrificed the lives of many of their number attempting to destroy the cult of Tiamat in Unther.
Advantages:
- Paladins of the deathgrins cast wizard spells from the school of necromancy in addition to priest spells. They cast these as mages of their level. Paladins of the deathgrins pray for their wizard spells instead of studying to memorize them, and chose wizard spells replace priest spells potentially available for use that day. Because of this, paladins of the deathgrins may never cast wizard spells of 5th level or higher.
- At 3rd level, paladins of the deathgrins can cast flail of deadly justice once per day.
This ability is similar to the 2nd-level priest spell spiritual hammer, but appears as a field of force shaped like a footman's flail.
- At 5th level, paladins of the deathgrins gain a +1 on their saving throws vs. death magic.
- At 7th level, paladins of the deathgrins become immune to the energy-draining attacks of undead creatures of any sort.
- At 13th level, any animate dead spell cast by a paladin of the deathgrins has double effectness.
Sphere Access
- Major access to the spheres of: Protection, Death, Combat, ?
- Minor access to the spheres of: Healing, Undeath, Creation, ?
Disadvantages:
- Cannot use Lay on Hands.
- Does not gain +2 bonus to all saving throws.
- May not aquire Summon Deva as high-level class ability.
In my humble opinion, having a necromantic paladin of GOOD alignment is kind of a novel idea. That's why I like the Mulhorandi pantheons so much! Not sure what sphere access you guys have planned for the paladin kits, so for now I just have written down 3 for both minor and major spheres.
Great stuff! I really like the Mulhorandi pantheon as well, as it is rooted in Egyptian mythology (which is itself very interesting)
I am currently using @CrevsDaak 's guide, which has got me well on my way, totally awesome. Hopefully between the tutorial, @subtledoctor 's instruction I should be fine, but I may hold you to your offer. Templates are always good haha.
@subtledoctor am I being stupid (with tiredness) but is there a reason you have missed out some of the numbers already? 201, 204, 205, 208 etc but there is no 202, 203, 206, 207 yet?
Faiths and Avatars has 46 gods in the Faerunian Pantheon. Of course some of those will be druidy and such (as well as the fact that some will be dead powers and some won't work) but yeah, that number doesn't include the Mulhorandi Pantheon or the Demi Humans who have 5-10 each.
I don't think you are crazy at all for wanting to have everything so organised, it is needed for something this complicated.
Well according to the forgotten realms wiki there's 195 deities in the forgotten realms around the time that Baldur's Gate happens. Of these, 46 are demihuman deities (the count is 52 if you include the Orc pantheon).
The main pantheon has 58 deities, around 10 to 15 in each of the Kara-tur, Mulhorandi, Zakharan, and Maztican pantheons.
@subtledoctor , I was about to address that I don't think you've provided enough space if you're having people generate various kits for different deities. You seem to be aware that this could be an issue... It's always better to provide more space at the beginning than less, so I would recommend making sure that even with all the kits myself and others are throwing around in this thread, there would still be ample room for expansion beyond that.
Just to fill out the range. Those numbers are not reserved or anything. If it's not being used, it is free. I have tended to put Good deities early in the range, and Evil deities late in the range... so I left big gaps, that way we can add new deities wherever seems appropriate.
@IchigoRXC@Aquadrizzt As you guys are looking into doing this, tell me... is it possible I have not included *enough* space? If we start adding a bunch of demihuman and other deities, will 40 cleric slots not be sufficient?
In that case, maybe I can play with the range... say, 50 clerics, 30 acolytes, and 20 incarnates?
Or, for real future-proofing, maybe we should add 500 to the number for any demihuman-specific deities - i.e. go into the 700 range. Then the mod numbering would be like this:
Am I crazy for organizing things like this? I just think that, with a mod this complicated, unless we adhere to a system, as stuff gets added and more people contribute, it will become an incomprehensible mess.
I'm petty sure that there are not enough strings for HLA's and spells. Right now, Im using stupid high tra references for both, and I'm at least in the 60's. I think that we should have at least 100 for each. (heh, promise I'll bring them into line in the next build)
In any case, I'd rather have more rather than less to work with for any given section. My normal--much, much less organized than @subtledoctor --practice was to 'add about 1,000' when I started working on something new. For example, I would have (say) started installation strings at 1, then spell strings at 1000, then hla's at 2000, then acolytes at 3000, incarnates at 4000, and so on.
Edit: who am I kidding? It would have been much less organized. It might have been 'cleric 1' starts at 1000, 'cleric 2' starts at 2000 (or even 10000) and so on. Anyway, you get the point
@Aquadrizzt has a point. We might want to organize by author for the time being. I could see seperating each author by 10000. Say, I started at 10000, Aqua at 20000, Ichigo at 30000, and you do the 'correct' references (though, with wider spaces so everything can come together in the end). We could even organize them, more or less, correctly. Say I had all of my clerics at 12000, Aqua 22000, Ichi 32000, I had all of my acolytes at 13000, and so on...
Are you sure that 255 is the kit limit for 2.0? They added scroll bars to kit selection; why not add the number of possible kits? And, I agree about next weeks release, but I like the momentum that we have going here...
With various 'kit packs', the deity selection would be more or less manageable. But, maybe we should wait until we reach that limit (whatever it is--I have posted a question about it) because the complexity and number of variant files required could get...prohibitive.
As for a more dynamic system for deity selection, we might look to the various npc mods for insight. They modify existing dialogs, right? And, they have to do different modifications for compatibility, yes? So, if you are creating 'bob the meatsack' and you want him to have a conversation with 'sally the pincushion' when you meet Nalia, you need to check to see if Sally is installed, and then modify the dialog in different ways depending on whether or not Sally is installed.
So, here is my current list of what's left to do:
- add the BG2EE "25STWEAP.2DA" file in the ALWAYS block
- add 2 more HLAs (Plant, and Animal)
- add an effect that disables Turn Undead for the multiclass druid kit
- replace the Chain Contingency HLA spell with a Chain Contingency HLA innate ability
- figure out what's wrong with COPY_KIT (I think there's a drop-in fix in the Tweaks Anthology beta)
- COPY_KIT each kit that can be multiclassed
- hand it off to Grammarsalad to add the multiclasses into the deity selection dialogue. (Hopefully that's easy.)
That's it! A thoroughly doable 'to-do' list.
Well, chain contingency is done. I didn't use copy existing, though, which would probably be better. I did make it max out at 7th level spells, which I think is appropriate.
And yes, adding mc will be very easy. I should probably also add druid/mystic classes also
Comments
I am loving these ideas, and I like the idea that we might have a few flavourful additions to the blackguard, by having devil patrons.
*EDIT* clarified the correct patrons.
Looks like I'm too tired to write up the demons tonight but while doing some research I stumbled across some info on some of the big players among the yugoloths (and a couple of Baernaloths). I'm writing their names here to keep track of them:
the General of Gehenna
Mydianchlarus the Oinoloth
Helekanalaith the arcanaloth lord
Bubonix the altraloth
Anthraxus the deposed
Shemeshka the Marauder
Harishek ap Thulkesh the Blind Clockmaker
Daru Ib Shamiq the lie weaver
Thanks @IchigoRXC
I was just thinking that I didn't want these wonderful ideas to get buried
Priest [Barakar] of Gorm
- Immune to sleep and fatigue.
- May use Iron Vigil as a special ability once per day. Additional uses are gained at 4th, 8th, 12th, 16th and 19th.
IRON VIGIL: For 1 hour, the barakar becomes immune to backstabs and gains a +3 bonus to saving throws vs. enchantment and illusion spells.
- 7th: May make 3 attacks every 2 rounds with melee weapons.
- 13th: May make 2 attacks every round with melee weapons.
Sphere Access
- Major access to the spheres of: Benediction, Knowledge, Life, Light, Protection, War
- Minor access to the spheres of: Animal, Dread, Earth, Magic, Thought, Vigor
Restrictions
- Must be a dwarf.
- Must be lawful good or lawful neutral.
- May not multiclass.
Priest [Trailblazer] of Marthammor
- Gains 50% resistance to electricity damage.
- Receives a +2 bonus to movement speed. This bonus improves to +3 at 9th and +4 at 17th.
- May use Lightning Bolt (as the 3rd level mage spell) as a special ability once per day at 5th level. Additional uses are gained at 10th, 15th, 20th, and 30th.
Sphere Access
- Major: Air, Knowledge, Life, Light, Protection, War
- Minor: Animal, Earth, Magic, Plant, Thought, Vigor
Restrictions
- Must be a dwarf.
- Must be neutral good.
- May not multiclass.
Acolyte [Vuddar] of Thard
- May use Claws of Thard Harr as a special ability once per day. Additional uses are gained at 5th, 10th, 15th, and 19th levels.
CLAWS OF THARD HARR: Transform the hands of touched ally into claws that deal 2d4+4 slashing damage. These claws override existing weapons and are treated as +1 magical weapons.
Sphere Access
- Focus access to sphere of: Plant
- Major access to spheres of: Air, Animal, Earth, Protection, Vigor
- Minor access to spheres of: Life, Light, Knowledge, Magic, Thought, War
Restrictions
- Must be a dwarf.
- Must be neutral good or chaotic good.
- May not multiclass.
Priest/Thief [Aurak] of Vergadain
- Permanent +10% bonus to the amount of gold received.
- Immune to backstabs.
- May cast Friends (as the 1st level mage spell) as a special ability once per day. Additional uses are gained at 5th, 10th, 15th, and 19th.
Sphere Access
- Major access to spheres of: Deception, Life, Knowledge, Protection, Thought, War
- Minor access to spheres of: Animal, Destruction, Dread, Earth, Light, Magic
Restrictions
- Must be a dwarf.
- Must be true neutral or chaotic neutral.
Trailblazer could probably be converted to priest/ranger (or whatever equivalent you had in mind) without too much trouble. I think the Aurak's gold boost is possible, but I haven't tested it... Claws of Thard Harr will probably get a magical equipment bonus upgrade at some point (to prevent irrelevancy at high levels).
Great stuff! I really like the Mulhorandi pantheon as well, as it is rooted in Egyptian mythology (which is itself very interesting)
I can write up an addkit template if you need one in addition to what @subtledoctor is sending you. Also, check this walkthrough by @CrevsDaak :
https://forums.beamdog.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1
It's very, very helpful!
I don't think you are crazy at all for wanting to have everything so organised, it is needed for something this complicated.
The main pantheon has 58 deities, around 10 to 15 in each of the Kara-tur, Mulhorandi, Zakharan, and Maztican pantheons.
Just to help give you an idea.
I'm petty sure that there are not enough strings for HLA's and spells. Right now, Im using stupid high tra references for both, and I'm at least in the 60's. I think that we should have at least 100 for each. (heh, promise I'll bring them into line in the next build)
In any case, I'd rather have more rather than less to work with for any given section. My normal--much, much less organized than @subtledoctor --practice was to 'add about 1,000' when I started working on something new. For example, I would have (say) started installation strings at 1, then spell strings at 1000, then hla's at 2000, then acolytes at 3000, incarnates at 4000, and so on.
Edit: who am I kidding? It would have been much less organized. It might have been 'cleric 1' starts at 1000, 'cleric 2' starts at 2000 (or even 10000) and so on. Anyway, you get the point
Dagon, Prince of the Depths
Demogorgon, Prince of Demons
Graz'zt, the Dark Prince
Malcanthet, Queen of the Succubi
Orcus, Prince of the Undead
Pazuzu, Prince of the Lower Aerial Kingdoms
Zuggtmoy, Lady of Fungi
Well, chain contingency is done. I didn't use copy existing, though, which would probably be better. I did make it max out at 7th level spells, which I think is appropriate.
And yes, adding mc will be very easy. I should probably also add druid/mystic classes also