Are you planning to add more deities in the upcoming future, such as Corellon Larethian for elves and half-elves? Thanks for the response.
I want to add all gods, but I'm probably being overly ambitious. In any case, yes, we will be adding more in the future (and we will listen to requests and proposals).
Are you planning to add more deities in the upcoming future, such as Corellon Larethian for elves and half-elves? Thanks for the response.
I want to add all gods, but I'm probably being overly ambitious. In any case, yes, we will be adding more in the future (and we will listen to requests and proposals).
Okay, it has come to my attention that I really need to clean up my current kits. I also really need to get started on a readme and update the op with more details. So, that is happening in the near future (give or take real life).
Ah, one thing to avoid regarding deity selection: I don't know how it will act if you dualclass from a kitted class to a cleric. I suspect that selecting a deity it will remove your original kit, or not properly add your new kit. Also, I expect weirdness with gnome illusionist/clerics. I really have no idea what will happen there, but it might actually change the character to a (non-specialized) mage. I'm really not sure...But, I'll address those issues at some point as well.
If you do try to do this, please feel free to let me know what happens.
Slightly updated Dawnbringer of Lathander. This is a cleric deity kit. Please feel free to make suggestions, including writing suggestions.
DAWNBRINGER OF LATHANDER
DAWNBRINGER OF LATHANDER: Dawnbringers are the representatives of Lathander, a widely worshiped deity of birth, renewal, health, and the dawn. Dawnbringers are especially vigilant foes of the undead, which they see as a plague upon the living, corrupting the life that is the gift of Lathander. They look to cleanse the world with Lathander’s light, eradicating any undead with it’s purifying rays.
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 ability functions as the cleric spell of the same name. Restrictions: - Alignment: Any good, or lawful neutral. - Multiclass: Fighter/Clerics, and Fighter/Mage/Clerics can all be Dawnbringers.
Yeah, I forgot the specifics of the action. I suppose we could addsuperkit--or, is it superaddkit? Anyway--which will allow one to keep previous abilities.
Well I think it works in some situations where some kits are known to be followers of certain gods. Assassins for example. However, this could probably be remedied by having some flavour to the deity cleric kit rather than needing to keep previous skills. IDK. There are also some nice builds you will never be able to try out such as the beserker cleric, because as you say, you can make the cleric part but they will have no spells haha. Once again this could probably be sorted by having a God that likes and grants Beserking?
Also, I think you should keep the illusionist specialism for Gnomes, because Gnomes!
Edit: Ignore the Gnome-ness... I now realise this is for Dual class, not multi...
Well I think it works in some situations where some kits are known to be followers of certain gods. Assassins for example. However, this could probably be remedied by having some flavour to the deity cleric kit rather than needing to keep previous skills. IDK. There are also some nice builds you will never be able to try out such as the beserker cleric, because as you say, you can make the cleric part but they will have no spells haha. Once again this could probably be sorted by having a God that likes and grants Beserking?
Also, I think you should keep the illusionist specialism for Gnomes, because Gnomes!
Edit: Ignore the Gnome-ness... I now realise this is for Dual class, not multi...
Unfortunately, I expect that gnome illusionists will lose their illusionist specialty. I need to address this at some point in the near future...
Oh, missed that. I hadn't implemented the cleric of Silvanus in the deity selection... Or, at least, I thought that I hadn't... Today's a busy day, though. I'll definitely check it when I can
I figured it would be better/easier/more thematic for it to be covered by the clerics, all you need is Tempus for all your berserker/cleric needs. Also, I guess it is because I don't overuse berserk that I don't think about the cheese haha.
Kit restrictions for dualing? Probably thinking a little too deeply than what is needed haha.
Okay, anyone with access to the beta, I've updated the download. The deity selection system is now working for all clerics and acolytes. It responds to your alignment, so at some point we'll write up a list of what alignments work for what deities. For now I'll just let you play around a bit.
One weird bug I've found, when I rolled a true neutral half-elf cleric/mage, and selected Silvanus to become a druid/mage... the character sheet shows me as a "cleric/abjurer" for my class, and a "druid/abjurer" for my kit(s). Weird!
Is the Silvanus kit number: 0x4040 ?
Trueclass: 0x4000 + Abjurer kit: 0x0040 = 0x4040
Using such kit numbers(0x4000 + specialist) creates weird problems like that.
Is it still possible to join the betatesting process? I reinstalled my BGEE and BG2EE now that I bought SoD and I plan to go through Black Pits 1 & 2 with an all divine magic party so as you can see - this mod would be perfect for this! I'd gladly help to test some kits out.
I have also revised the previously posted clerics (removing APR and making them open to fighter/cleric's so they can still get it)
Critique and criticism is much needed. Please do comment and let me know what you think. Also, please look at v1 and v2 of the incarnate. Which one is more interesting? Which one is better balanced? Is there ideas from both that could work together to create a better one?
Clerics
Earth Blood of Callarduran Smoothhands
Earth Blood of Callarduran Smoothhands
Cleric, Fighter/Cleric, Cleric/Illusionnist
Alignment: Must be Neutral
Can specialise in Axes +2 saves against drow spell casters Can cast Strength of Stone at level 1, 6, 11, 16, 21. At level 5, 15, can Summon earth elemental. Can cast lower resistance at 10, 19 Can cast Earthquake at level 13, 20
Strength of Stone Increases strength by 1d4 while target remains on ground.
Sphere Access Major access to the spheres of: Charm, War, Life, Earth, Vigor, Magic. Minor access to the spheres of: Air, Fire, Water, Death, Protection, Divine Aid.
Restrictions
Can equip dagger, axes and darts May only use metal weapons Can’t wear splint or Plate armour Must be a Gnome Must be of good alignment
Pyrosmith of Flandel Steelskin
Pyrosmith of Flandel Steelskin
Cleric, Fighter/Cleric MC
ALIGNMENT: LG, NG, CG
Constitution hit point adjustment to their hit dice as if they were warriors. Gains uses of “Shades of Rhondang” at 1st, 6th, 9th 12th and 15th. can cast Protection from fire once per day per 4 levels 5th 10th and 20th level get +1 str or con (random possible?) Either, can cast Ironskins at level 4, 8 and 12.
Shades of Rhondang
Creates a hammer 1d4+2 Hammer mimicking the powers of Flannel’s Magical hammer. Lasts 2 rounds + 1 round/2 levels. May not cast priest spells whilst wielding. Disappears if removed from hand.
It is considered a +1 Weapon, +2 vs. regenerating creature, +3 vs. cold using, flammable and avian creature, +4 vs. the undead. At 3rd level gains +1 Magical fire damage At 6th is considered 2d3 +1 At 9th Is considered 2d3 +2, +2 Weapon, +3 vs. regenerating creature, +4 vs. cold using, flammable and avian creature, +5 vs. the undead. At 12th level it is considered 2d4 +2, +2 Magical Fire damage At 15th level it is considered 2d4 +3, +3 Weapon, +4 vs. regenerating creature, +5 vs. cold using, flammable and avian creature, +5 vs. the undead. At 18th level it is considered 2d5 +3, +3 Magical fire damage At 21th level it is considered a 2d5 +4, +4 weapon, +5 vs regen, +5 vs. cold using, +5 vs. undead
Sphere Access Major access to the spheres of: Fire, Earth, Protection, Vigor. Minor access to the spheres of: Water, Air, Life, War
Restrictions May only use metal weapons. May only use metal armour Lesser access to spells Lesser access to life sphere Must be a Gnome Must be of good alignment
Sternshield of Gaerdal Ironhand
Sternshield of Gaerdal Ironhand
Cleric, Fighter/Cleric
Alignment: LG, LN, NG
Get Fighter HP on level Can cast Bulls Strength at level 1, 4, 8, 12, 16 Can cast protection from Evil 10 radius at level 5, 10, 15. Can cast Minor globe of Invulnerability at level 9, 18 and 27 Can cast Blade barrier at level 11, 22
Sphere Access Major access to the spheres of: War, Protection, Life, Destruction, Divine Aid Minor access to the spheres of: Earth, Death, Knowledge, Dread, Vigor
Restrictions May not multi class Lesser access Must be a Gnome Must be LG, LN, NG
Glitterbright of Garl Glittergold
Glitterbright of Garl Glittergold
Cleric, Cleric/Thief
ALIGNMENT: LG, NG, CG, CN
(Optional component: Can cast wizard illusion spells as if priest spells)
Can be proficient in edged weapons Specialise in axes At level 1, 6, 11, 16 can cast glitterdust At level 7 + 2 saving throws to all illusion/phantasm spells At level 9 can cast improved invisibility. Extra casts at 15 and 21. At 13th level gains permanent cloak of displacement effect. (blur outline, +4 vs Missiles, +2 saving throws)
Sphere Access Major access to the spheres of: Animal, Charm/Thought. War, Earth, Protection, Life, Minor access to the spheres of: Light, Vigor, Divine aid, death, Shadow
Restrictions Must be a Gnome Must be of good alignment
Earth-friends of Segojan Earthcaller
Earth-friends of Segojan Earthcaller
ALIGNMENT: LG, NG, CG, LN, TN
Proficient in standard cleric fashion Specialise in clubs and maces At level 1, 6, 11, 17, can cast earthen grasp At level 4, 12. Call Ankheg (or Shapechange) At level 20 can Call Umber Hulk (or Shapechange)
Maximilian's earthen grasp This spell causes an arm made of compacted soil to rise from the ground. The earthen arm and hand (which are about the same size as a normal human limb) arise from the ground beneath one creature targeted by the caster. The hand attempts to grasp the creature's leg. If a saving throw is missed, the earthen limb firmly grasps and holds the creature in place suffering a movement rate of 0, AC -2, and ThacO of -2.
Sphere Access Major access to the spheres of: Animal, Earth, Plant, Protection, Life, Divine Aid. Minor access to the spheres of: Air, Water, Vigor, Light,
Restrictions May not multiclass Must be a Gnome Must be of good alignment
Bloodstalkers of Urdlen
Bloodstalkers of Urdlen
ALIGNMENT: LE, NE, CE
At level 1, 4, 7 can cast blindness Can cast Claws of Urdlen at will
Claws of Urdlen Creates claws 1d6+2 damage at level 1, sets strength to 18/30. 1d6+3 and sets APR to 1.5 at level 7, sets strength to 18/60. 2d6+3 at level 13, sets strength to 18/90. 2d6+4 at level 19 and sets APR to 2, sets strength to 18/99. 2d6+5 at 25, sets strength to 18/00.
Sphere Access Major access to the spheres of: Animal, War, Shadow. Earth, Dread, Death. Minor access to the spheres of:, Fire, Affliction, Deception, Protection
Restrictions Can only be proficient in slashing or piercing weapons. May not multiclass Must be a Gnome Must be of good alignment
Acolytes
Tempered of Flandel Steelskin
Tempered of Flandel Steelskin
Cleric, Fighter/Cleric MC
ALIGNMENT: LG, NG, CG
50% immunity to fire Unlike most acolytes, may wear chainmail. Can summon an Iron Golem
Sphere Access
Focus access to Fire Major access to the spheres of: Earth. Protection, Vigor. Life, War. Minor access to the spheres of: Water, Air, War.
Restrictions May only use metal weapons. May only wear chainmail Lesser access to spells Must be a Gnome Must be of good alignment
Incarnate
Chosen of Flandel Steelskin v1.
Chosen of Flandel Steelskin v1.
Gains Fire missile at level 1, 6, 11. (maybe change to a thrown hammer to be thematic) Gains permanent fire shield red at level 9. May shape change Iron golem at level 10, becomes adamantine golem at level 20 Becomes immune to normal weapons at 12 Becomes immune to +1 weapons 16 Becomes immune to +2 weapons at 21
Fire missile Magic missile but a fire equivalent.
Sphere Access
Focus access to Fire, Earth Major access to the spheres of: Protection, Vigor. Life, War. Minor access to the spheres of: Water, Air, War.
Restrictions May only use metal weapons. May not wear armour Lesser access to spells Must be a Gnome Must be of good alignment
Chosen of Flandel Steelskin v2.
Chosen of Flandel Steelskin v2.
Gains Fire missile at level 1, 6, 11 (maybe change to a thrown flaming hammer to be thematic) Modal ability for Steelskin. Slow’s speed. May cast flame arrow at 4, 7, 10 May cast fireball at level 6, 15
Steelskin At level 1 it is as if you are wearing Chainmail. At level 5 as splint mail At level 10 Platemail At level 15 Full plate
Fire missile Magic missile but a fire equivalent.
Sphere Access
Focus access to Fire, Earth Major access to the spheres of: Protection, Vigor. Life, War. Minor access to the spheres of: Water, Air, War.
Restrictions May only use metal weapons. May not wear armour Lesser access to spells Must be a Gnome Must be of good alignment
@subtledoctor , I'm using the latest FnP beta on IWDEE with a clean install, and I'm getting an error when choosing option 1 (installing all the new kits, deity system, and sphere system). When trying to install via option 1 I get this...
ERROR: internal label [B_dom01_1] appears 2 times in processed DLG [B_DOM00] ERROR: postprocessing [B_DOM00]: Failure("cannot resolve label") Stopping installation because of error. Stopping installation because of error.
ERROR Installing [Select an installation method below: -> install ALL of the new kets, AND the deity selection system, AND the sphere system], rolling back to previous state Will Uninstall 277 files for [FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2] component 101. Uninstalled 277 files for [FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2] component 101. ERROR: Failure("cannot resolve label")
Choosing option 2 (optional installation of new kits and the sphere system) installs fine.
Is it still possible to join the betatesting process? I reinstalled my BGEE and BG2EE now that I bought SoD and I plan to go through Black Pits 1 & 2 with an all divine magic party so as you can see - this mod would be perfect for this! I'd gladly help to test some kits out.
@subtledoctor , I'm using the latest FnP beta on IWDEE with a clean install, and I'm getting an error when choosing option 1 (installing all the new kits, deity system, and sphere system). When trying to install via option 1 I get this...
ERROR: internal label [B_dom01_1] appears 2 times in processed DLG [B_DOM00] ERROR: postprocessing [B_DOM00]: Failure("cannot resolve label") Stopping installation because of error. Stopping installation because of error.
ERROR Installing [Select an installation method below: -> install ALL of the new kets, AND the deity selection system, AND the sphere system], rolling back to previous state Will Uninstall 277 files for [FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2] component 101. Uninstalled 277 files for [FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2] component 101. ERROR: Failure("cannot resolve label")
Choosing option 2 (optional installation of new kits and the sphere system) installs fine.
I believe this is an issue with the dynamic dialog generating system, I think. @subtledoctor , looks like it creates the same block label twice (I.E. B_dom01_1)
Is it still possible to join the betatesting process? I reinstalled my BGEE and BG2EE now that I bought SoD and I plan to go through Black Pits 1 & 2 with an all divine magic party so as you can see - this mod would be perfect for this! I'd gladly help to test some kits out.
Thanks but no need as @subtledoctor has sent me the link already. I've just tried installing and I got the same error as @Swifty_Magee did when installing option 1 (kits, spheres and deity system).
Dammit, I had that problem when testing on BGEE, I changed the code, and it worked (and it works right now). But my fix doesn't fix it on IWDEE! How is that possible?
EDIT - now it seems to work. Anybody trying to install,
1) uninstall the mod 2) go into the Faiths & Powers folder; if there is a "backup" subfolder, delete it 3) go into the "deity" subfolder; if there is a file called "b_dom00.d" then delete it 4) go back out to your game folder, try to install it again
Worst comes to worst, download the beta again. (I just uploaded a very very slightly modified version.)
Deleting the "b_dom00.d" just gave the same error message. However, the latest update to the beta fixed the installation issue. Thanks for the quick fix!
Dammit, I had that problem when testing on BGEE, I changed the code, and it worked (and it works right now). But my fix doesn't fix it on IWDEE! How is that possible?
EDIT - now it seems to work. Anybody trying to install,
1) uninstall the mod 2) go into the Faiths & Powers folder; if there is a "backup" subfolder, delete it 3) go into the "deity" subfolder; if there is a file called "b_dom00.d" then delete it 4) go back out to your game folder, try to install it again
Worst comes to worst, download the beta again. (I just uploaded a very very slightly modified version.)
Quick question: I created a Chaotic Good Cleric/Mage character in IWDEE, and when I tried to choose a deity in-game I got the message "NO VALID REPLIES OR LINKS". Is that a bug or just a feature of the mod? By that I mean, should Cleric/Mages be able to select a deity?
Comments
Ah, one thing to avoid regarding deity selection: I don't know how it will act if you dualclass from a kitted class to a cleric. I suspect that selecting a deity it will remove your original kit, or not properly add your new kit. Also, I expect weirdness with gnome illusionist/clerics. I really have no idea what will happen there, but it might actually change the character to a (non-specialized) mage. I'm really not sure...But, I'll address those issues at some point as well.
If you do try to do this, please feel free to let me know what happens.
DAWNBRINGER OF LATHANDER
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 ability functions as the cleric spell of the same name.
Restrictions:
- Alignment: Any good, or lawful neutral.
- Multiclass: Fighter/Clerics, and Fighter/Mage/Clerics can all be Dawnbringers.
Also, I think you should keep the illusionist specialism for Gnomes, because Gnomes!Edit: Ignore the Gnome-ness... I now realise this is for Dual class, not multi...
Kit restrictions for dualing? Probably thinking a little too deeply than what is needed haha.
I have also revised the previously posted clerics (removing APR and making them open to fighter/cleric's so they can still get it)
Critique and criticism is much needed. Please do comment and let me know what you think. Also, please look at v1 and v2 of the incarnate. Which one is more interesting? Which one is better balanced? Is there ideas from both that could work together to create a better one?
Clerics
Earth Blood of Callarduran SmoothhandsEarth Blood of Callarduran Smoothhands
Cleric, Fighter/Cleric, Cleric/Illusionnist
Alignment: Must be Neutral
Can specialise in Axes
+2 saves against drow spell casters
Can cast Strength of Stone at level 1, 6, 11, 16, 21.
At level 5, 15, can Summon earth elemental.
Can cast lower resistance at 10, 19
Can cast Earthquake at level 13, 20
Summon Earth Elemental
Die Rolls Elemental
1 24HD
2-6 6HD
7-10 12HD
11-15 8HD
16-18 Xorn (Otyugh reskin)
19-20 Summoning fails
Strength of Stone
Increases strength by 1d4 while target remains on ground.
Sphere Access
Major access to the spheres of: Charm, War, Life, Earth, Vigor, Magic.
Minor access to the spheres of: Air, Fire, Water, Death, Protection, Divine Aid.
Restrictions
Can equip dagger, axes and darts
May only use metal weapons
Can’t wear splint or Plate armour
Must be a Gnome
Must be of good alignment
Pyrosmith of Flandel Steelskin
Pyrosmith of Flandel Steelskin
Cleric, Fighter/Cleric MC
ALIGNMENT: LG, NG, CG
Constitution hit point adjustment to their hit dice as if they were warriors.
Gains uses of “Shades of Rhondang” at 1st, 6th, 9th 12th and 15th.
can cast Protection from fire once per day per 4 levels
5th 10th and 20th level get +1 str or con (random possible?)
Either, can cast Ironskins at level 4, 8 and 12.
Shades of Rhondang
Creates a hammer 1d4+2 Hammer mimicking the powers of Flannel’s Magical hammer. Lasts 2 rounds + 1 round/2 levels. May not cast priest spells whilst wielding. Disappears if removed from hand.
It is considered a +1 Weapon, +2 vs. regenerating creature, +3 vs. cold using, flammable and avian creature, +4 vs. the undead.
At 3rd level gains +1 Magical fire damage
At 6th is considered 2d3 +1
At 9th Is considered 2d3 +2, +2 Weapon, +3 vs. regenerating creature, +4 vs. cold using, flammable and avian creature, +5 vs. the undead.
At 12th level it is considered 2d4 +2, +2 Magical Fire damage
At 15th level it is considered 2d4 +3, +3 Weapon, +4 vs. regenerating creature, +5 vs. cold using, flammable and avian creature, +5 vs. the undead.
At 18th level it is considered 2d5 +3, +3 Magical fire damage
At 21th level it is considered a 2d5 +4, +4 weapon, +5 vs regen, +5 vs. cold using, +5 vs. undead
Sphere Access
Major access to the spheres of: Fire, Earth, Protection, Vigor.
Minor access to the spheres of: Water, Air, Life, War
Restrictions
May only use metal weapons.
May only use metal armour
Lesser access to spells
Lesser access to life sphere
Must be a Gnome
Must be of good alignment
Sternshield of Gaerdal Ironhand
Sternshield of Gaerdal Ironhand
Cleric, Fighter/Cleric
Alignment: LG, LN, NG
Get Fighter HP on level
Can cast Bulls Strength at level 1, 4, 8, 12, 16
Can cast protection from Evil 10 radius at level 5, 10, 15.
Can cast Minor globe of Invulnerability at level 9, 18 and 27
Can cast Blade barrier at level 11, 22
Sphere Access
Major access to the spheres of: War, Protection, Life, Destruction, Divine Aid
Minor access to the spheres of: Earth, Death, Knowledge, Dread, Vigor
Restrictions
May not multi class
Lesser access
Must be a Gnome
Must be LG, LN, NG
Glitterbright of Garl Glittergold
Glitterbright of Garl Glittergold
Cleric, Cleric/Thief
ALIGNMENT: LG, NG, CG, CN
(Optional component: Can cast wizard illusion spells as if priest spells)
Can be proficient in edged weapons
Specialise in axes
At level 1, 6, 11, 16 can cast glitterdust
At level 7 + 2 saving throws to all illusion/phantasm spells
At level 9 can cast improved invisibility. Extra casts at 15 and 21.
At 13th level gains permanent cloak of displacement effect. (blur outline, +4 vs Missiles, +2 saving throws)
Sphere Access
Major access to the spheres of: Animal, Charm/Thought. War, Earth, Protection, Life,
Minor access to the spheres of: Light, Vigor, Divine aid, death, Shadow
Restrictions
Must be a Gnome
Must be of good alignment
Earth-friends of Segojan Earthcaller
Earth-friends of Segojan Earthcaller
ALIGNMENT: LG, NG, CG, LN, TN
Proficient in standard cleric fashion
Specialise in clubs and maces
At level 1, 6, 11, 17, can cast earthen grasp
At level 4, 12. Call Ankheg (or Shapechange)
At level 20 can Call Umber Hulk (or Shapechange)
Maximilian's earthen grasp
This spell causes an arm made of compacted soil to rise from the ground. The earthen arm and hand (which are about the same size as a normal human limb) arise from the ground beneath one creature targeted by the caster. The hand attempts to grasp the creature's leg. If a saving throw is missed, the earthen limb firmly grasps and holds the creature in place suffering a movement rate of 0, AC -2, and ThacO of -2.
Sphere Access
Major access to the spheres of: Animal, Earth, Plant, Protection, Life, Divine Aid.
Minor access to the spheres of: Air, Water, Vigor, Light,
Restrictions
May not multiclass
Must be a Gnome
Must be of good alignment
Bloodstalkers of Urdlen
Bloodstalkers of Urdlen
ALIGNMENT: LE, NE, CE
At level 1, 4, 7 can cast blindness
Can cast Claws of Urdlen at will
Claws of Urdlen
Creates claws
1d6+2 damage at level 1, sets strength to 18/30.
1d6+3 and sets APR to 1.5 at level 7, sets strength to 18/60.
2d6+3 at level 13, sets strength to 18/90.
2d6+4 at level 19 and sets APR to 2, sets strength to 18/99.
2d6+5 at 25, sets strength to 18/00.
Sphere Access
Major access to the spheres of: Animal, War, Shadow. Earth, Dread, Death.
Minor access to the spheres of:, Fire, Affliction, Deception, Protection
Restrictions
Can only be proficient in slashing or piercing weapons.
May not multiclass
Must be a Gnome
Must be of good alignment
Acolytes
Tempered of Flandel SteelskinTempered of Flandel Steelskin
Cleric, Fighter/Cleric MC
ALIGNMENT: LG, NG, CG
50% immunity to fire
Unlike most acolytes, may wear chainmail.
Can summon an Iron Golem
Sphere Access
Focus access to Fire
Major access to the spheres of: Earth. Protection, Vigor. Life, War.
Minor access to the spheres of: Water, Air, War.
Restrictions
May only use metal weapons.
May only wear chainmail
Lesser access to spells
Must be a Gnome
Must be of good alignment
Incarnate
Chosen of Flandel Steelskin v1.Chosen of Flandel Steelskin v1.
Gains Fire missile at level 1, 6, 11. (maybe change to a thrown hammer to be thematic)
Gains permanent fire shield red at level 9.
May shape change Iron golem at level 10, becomes adamantine golem at level 20
Becomes immune to normal weapons at 12
Becomes immune to +1 weapons 16
Becomes immune to +2 weapons at 21
Fire missile
Magic missile but a fire equivalent.
Sphere Access
Focus access to Fire, Earth
Major access to the spheres of: Protection, Vigor. Life, War.
Minor access to the spheres of: Water, Air, War.
Restrictions
May only use metal weapons.
May not wear armour
Lesser access to spells
Must be a Gnome
Must be of good alignment
Chosen of Flandel Steelskin v2.
Chosen of Flandel Steelskin v2.
Gains Fire missile at level 1, 6, 11 (maybe change to a thrown flaming hammer to be thematic)
Modal ability for Steelskin. Slow’s speed.
May cast flame arrow at 4, 7, 10
May cast fireball at level 6, 15
Steelskin
At level 1 it is as if you are wearing Chainmail.
At level 5 as splint mail
At level 10 Platemail
At level 15 Full plate
Fire missile
Magic missile but a fire equivalent.
Sphere Access
Focus access to Fire, Earth
Major access to the spheres of: Protection, Vigor. Life, War.
Minor access to the spheres of: Water, Air, War.
Restrictions
May only use metal weapons.
May not wear armour
Lesser access to spells
Must be a Gnome
Must be of good alignment
ERROR: internal label [B_dom01_1] appears 2 times in processed DLG [B_DOM00]
ERROR: postprocessing [B_DOM00]: Failure("cannot resolve label")
Stopping installation because of error.
Stopping installation because of error.
ERROR Installing [Select an installation method below: -> install ALL of the new kets, AND the deity selection system, AND the sphere system], rolling back to previous state
Will Uninstall 277 files for [FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2] component 101.
Uninstalled 277 files for [FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2] component 101.
ERROR: Failure("cannot resolve label")
Choosing option 2 (optional installation of new kits and the sphere system) installs fine.
I'll send you a message when I get home later
EDIT. I'm installing it on BGEE.