This is my Acolyte of Talona submission. As I am not a modder I have no clue how one would implement this but I think it would be doable:
Talona, Lady of Poison
Plagueborn of Talona (Acolyte of Talona)
Plagueborn are devotees of Talona, Mistress of all Plagues and Lady of Poison and as such seek to spread disease to the population and poison their hapless victims in the name of their goddess. They are incredibly durable and have learnt to apply poison to their weapons to do their unholy work.
Abilities:
+5 save against paralyzation, poison and death
Poison Weapon; gains one use at level 1, one use at level 5, and an additional use every 5 levels thereafter. Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level (normal Blackguard progression up to level 13 in terms of saves)
Plague Smite; at level 10 and every 5 levels thereafter the Plagueborn can magically imbue his weapon with the ability to inflict a terrible affliction on his opponents. Enemies struck must save vs. death at -4 or lose 2 points of Strength, Dexterity and Constitution per hit. Enemies that lose all of their Strength, Dexterity and Constitution become paralysed (no save) and are unable to move. This ability last for one round per level of the Plagueborn.
Restrictions: - Alignment: Chaotic Neutral, Neutral Evil, Chaotic Evil - Multiclass: Cleric/Thieves can be Plagueborn
Bit sloppy but there it is. I do not think it is OP or underpowered and would fit with Talon's mandate portfolio.
Yeah, I agree that they should have poison immunity ( I'll give them disease immunity, as well). As for smite, that's more of a champion thing, but i kinda like the idea of a disease touchz, though. Their charisma is also going to have to take a hit.
Edit: i may make a unique poison weapon that causes poison and disease like effects
Also, i appreciate this. Sometimes the muse deserts me
Moradin, Dwarffather Sonnlinor (Acolyte of Moradin) Sonnlinor are Moradin’s most devout worshipers and serve the All-Father to the best of their capacity by emulating him in word, thought, deed and being true to dwarven nature. Abilities: - War Hammer Specialisation: Sonnlinor can specialise in the war hammer and can put two points into that weapon category. - Forge Force: once per day, beginning at level 5 and increasing in use for every 5 levels thereafter and lasting for 5 rounds, a Sonnlinor can imbue his weapon with the divine power of Moradin making each successful attack result in a critical hit. Restrictions: - Alignment: Lawful Good, Neutral Good, Lawful Neutral - Multiclass: Fighter/Clerics can be Sonnlinor Sphere Access: Focus: Earth Major: Life, Destruction, Protection, War, Fire Minor: Benediction, Vigor, Knowledge, Thought, Light
Berronar Truesilver, Revered Mother Hearthbound (Acolyte of Berronar) Hearthbound serve the Revered Mother by protecting, healing and watching over dwarven communities. They tend to be less harsh and judgemental than acolytes of Moradin, being mostly concerned with the well-being of dwarves. Abilities: - As servants of the goddess of life and healing Hearthbound cast spells from the sphere of Life more quickly than servants of other gods; all healing spells are cast at -2 casting speed - Once per day beginning at level 10 Hearthbound can cast Heal with an additional use every 5 levels. - Berronar’s Blessings: acolytes are better protected from harmful effects than most other dwarves and as such gain a +3 save bonus against paralysation, death and poison. - Restrictions: - Alignment: Lawful Good, Neutral Good, Lawful Neutral - Multiclass: Cannot Multiclass - Dwarf Sphere Access: Focus: Life Major: Benediction, Protection, Thought, Vigor, Earth Minor: War, Knowledge, Plant, Water, Light
Two more Gnome deities, Garl Glittergold and Flandal Steelskin
Garl Glittergold, The Sparkling Wit
Glitterbright (Acolyte of Garlglittergold)
Glitterbrights are Garl's most trusted servants and are expected to take life with a sense of humour but also vigilance and approach all good natured folk with a kind if not sometimes mischievous heart.
Abilities: - As Garl is the protector of all gnomes, Glitterbrights receive a universal +2 on all saving throws - In emulation of Garl's intelligent battle axe, Arumdina, Glitterbrights can specialise in the battle axe, putting two points in that weapon. - Trickery is Garl's forteit and his acolytes are no different. All spells from the Deception sphere are cast at 2 levels higher than the Glitterbrights actual level in terms of effectiveness and duration. - Restrictions: - Alignment: Any Good - Multiclass: Garl has always believed in flexibility and Glitterbrights can be fighter/clerics, cleric/thieves and mage (illusionist)/ clerics - Gnome Sphere Access: Focus: Deception Major: Life, Benediction, Protection, Earth, Magic Minor: War, Knowledge, Thought, Vigor, Light
Flandal Steelskin, The Master of Metal
Forgekin (Acolyte of Flandal Steelskin)
Flandal Steelskin is the gnomish god of smithing, the forge and physical fitness and his acolytes are often times gnomish smiths who have taken up adventuring or seek to spread knowledge of Flandal’s craft. Fascinated by both metal and fire their clerical magic and abilities incorporate both.
Abilities: - Forgekin are intimately familiar with fire and flame and do not shy away from it, rather they embrace it and as such receive 50% fire resistance - Beginning at level 5 and increasing in use every 5 levels thereafter, Forgekin can cast Iron Skins once per day - Imbue with flame: Beginning at level 10 and increasing in use every 5 levels thereafter, Forgekin can imbue their weapons with writhing magical flame, which does a base d4 damage +1 damage per level of the acolyte in addition to regular damage. This lasts for 5 rounds. - Restrictions: - Alignment: Any Good - Multiclass: No Multiclass - Gnome Sphere Access: Focus: Fire Major: Protection, War, Knowledge, Vigor, Earth Minor: Life, Benediction, Destruction, Light, Magic
Feybound are elves and half-elves that serve the creator and lord of all elfkin. They seek to represent Corellon through both deed and action.
Abilities: - Feybound are able to specialise in the long sword, allotting two points to it -Feybound can resist hostile magic and have a base magic resistance of 10% at level one, which increases with each level by 1%
Acolytes of Labelas Enoreth are called Chroniclers and serve the Lifegiver by chronicling history by experiencing it through adventure.
Abilities: - at level one Chroniclers can cast Slow once per day and once more for every 4 levels - beginning at level 10 and increasing in use every 5 levels thereafter, Chroniclers can cast Improved Haste once per day - at level 16 Chroniclers gain the ability to cast Time Stop once per day - through their knowledge of time Chroniclers cast spells at -1 casting speed - Restrictions: - Alignment: Neutral Good, Chaotic Good, Chaotic Neutral - Multiclass: Cleric/mage - Elf, Half-Elf Sphere Access: Focus: Knowledge Major: Life, Death, Benediction, Thought, Magic Minor: Protection, Dread, Vigor, Light, Shadow
Solonor Thelandira, The Forest Hunter
Keen Eyes (Acolyte of Solonor Thelandira)
Keen Eyes are forest wardens who walk the balance between preserving wildlife and hunting it and serving the Forest Hunter in the best manner possible, never hunting to excess or exploiting the forest.
Abilities: - Keen Eyes can specalise in the Long Bow, putting 2 points in it - at levels 1 and every 4 levels thereafter Keen Eyes gain a +1 to hit and +1 to damage with the Long Bow - Restrictions: - Alignment: Neutral Good, Chaotic Good, Chaotic Neutral - Multiclass: Cleric/Ranger - Elf, Half-Elf Sphere Access: Focus: Animal Major: Life, Protection, War, Vigor, Plant Minor: Death, Benediction, Earth, Light, Shadow
Aedrie Faenya, The Winged Mother
Wind Walker (Acolyte of Aedrie Faenya)
Wind Walkers are explorers that wander the world and always look to the heavens for signs of their goddess.
Abilities: - 50% electricity resistance - beginning at level 5 and increasing in use every 5 levels thereafter, Wind Walkers can cast Call Lightning once per day - at level 10 and every 5 levels thereafter, Wind Walkers can cast Chain Lightning
Wayward Wardens are devotees of the Halfling Matriarch Goddess Yondalla who have taken to the road to spread good works in her name and explore the world. They trust in the Blessed One’s protection and life sustaining divine energy.
Abilities: - as servants of the Halfling goddess of life and creation Wayward Wardens are immune to energy drain and all forms of death magic
-once per day beginning at 5th level Wayward Wardens can invoke an ability similar to the spell Regeneration, but lasts one round per level of the acolyte. They gain an extra use of this per day at level 10, 15 and 20.
-Wayward Wardens can cast Protection from Evil at will
Trueswords are sworn servants of the Halfling god Avoreen, god of protection and war. They take their duties very seriously and are well versed in matters of martial prowesss.
Abilities:
-sworn to defend against evil, Trueswords gain +3 to hit and damage against evil opponents
-Blessings of Avoreen: Trueswords can specialise in the short sword and put 3 points into dual wielding
-Trueswords are resistant to physical damage and have 15% physical damage resistance
All Shadowcloaks are multiclass cleric/thieves that trick, pilfer and steal in the name of their god while adventuring away the day. As such Brandobaris blesses them with abilities that enhance their already formidable thieving abilities.
Abilities: - Shadowcloaks gain a 10% bonus to all thieving skills - Shadowcloaks’s backstab can reach x6 upon attaining level 17 - Shadowcloaks have permanent non-detection -Shadowcloaks receive a +1 bonus on all saves
Great stuff. I'm putting everything on github, though I'm not necessarily reading all the details right now (stupid migraine coming on), but i will. Please, keep em coming!
There are a few other Faerunian deities I want to cover as well as possibly a few more demihumans. I have my highest hopes for the Gnome gods incidentally.
Just want to pop in and say, not all of these should have focus access. Like, a Truesword of Arvoreen should be a cleric and fighter/cleric, not an acolyte. (Actually maybe only fighter/cleric.) Focus access should not be a default thing IMHO.
Agreed. I just really want Flandal Steelskin as an acolyte!
Mathammor Duin’s Wanderseekers are as strange as their god is amongst the dwarven gods in that they are wanderers, seekers of adventure and explorers. They seek to explore the world around them in the name of their god.
Abilities: - Wanderseekers move at twice the normal movement speed of dwarves
- Wanderseekers enjoy permanent Free Action as a passive
- Beginning at level 5 and gaining one more use per day every 5 levels, Wanderseekers can cast Lightning Bolt
- At level 10 and every 5 levels thereafter Wanderseekers can cast Dimension Door once per day.*
- Restrictions: - Alignment: Any Good - Multiclass: None - Dwarf
I'm gonna get around to adding that sphere. Right now I'm wrestling with the deity dialogue. I managed to have it check the K_C_H.2da etc. menu files to determine what kits should be allowed to which races... but half the kits aren't making it into the dialogue now. Now that I've walked down that path, I'm going to go back to a clean, working version of the dialogue code and try to add the K_C_H.2da checks again.
Once that is done, it will free up the "race" function variable, which I have already renamed "item_use." Having usability I the fnp_comoat function will allow us to do some cool stuff with opcode so 180/181/319 that we can't do with the kit flags on the current version.
Then comes adding a new sphere to the function. Which should be straightforward... we'll see.
I for one could live without the dialogue system if that turns out not to be able to be implemented.
Beastclaws are often savage hunters and sometimes just sociopathic murderers who revel in blood and violence. Regardless, they serve the Beastlord in the most devout way possible hunting animal and humanoid alike, reveling in blood and sacrifice.
Abilities: - Summon Spirit Lion once per day (increases in strength at level 5, 10, 15 and 20)
- Malar’s Frenzy: beginning at level 5, and gaining one more use per day every five levels, Beastclaws can enter into a frenzied state that lasts one round per level of the acolyte; when in this state Beastclaws gain a +2 to hit and damage, 1 extra attack per round, immunity to mind affecting spells and fear and regenerate 2 hp a second.
Oh yeah - it turned into the Animist/Lupinist/Shapeshifter/whatever. Focus in the Animal sphere, Beast Claw innate, transform into wolf/dire wolf/werewolf...
These two need to be differentiated to be interesting.
Maybe the Lycantropic Shapeshifter should focus on whole-body shapechanges, while the Malarite can get the Beast Claw ability.
Also I don't think the summon lion is necessary... focus access to Animal will get you so much summoning it will already be crazy (especially with SR installed). The extra innate(s) should be geared toward other aspects of the kit.
Maybe 1) Beast Claw and 2) some kind of Rage, which can then be used together for maximum effect.
Yeah, I suppose that could work. I personally am not a fan of the Beast Claw thing but that is up to you, mostly because of the frequency of its effects actually taking hold. An increase in 10% would go a long way.
My idea for a rework of Beast Claw would be the following:
Beast Claw: once per day and increasing in use for every five levels, the Malarite can transform his hands into bestial talons. These talons allow the Malarite to attack 2 times per round and increase in power over time. At level 1 they are act as +1 weapons and do 1d6 damage + strength bonuses, at level 5 they inflict bleeding damage over time ...level 10 +2 weapons, etc...something like that.
Oh yeah - it turned into the Animist/Lupinist/Shapeshifter/whatever. Focus in the Animal sphere, Beast Claw innate, transform into wolf/dire wolf/werewolf...
These two need to be differentiated to be interesting.
Maybe the Lycantropic Shapeshifter should focus on whole-body shapechanges, while the Malarite can get the Beast Claw ability.
Also I don't think the summon lion is necessary... focus access to Animal will get you so much summoning it will already be crazy (especially with SR installed). The extra innate(s) should be geared toward other aspects of the kit.
Maybe 1) Beast Claw and 2) some kind of Rage, which can then be used together for maximum effect.
BTW. In the next iteration will the Plant sphere be fixed? for example nature's wrath as well as summon shambling mound in addition to summon shadow creatures? I really wanted to play a minion of Moander but having Focus in the Plant sphere with its two most powerful spells not working atm was a bit of a turn off.
Comments
Edit: i may make a unique poison weapon that causes poison and disease like effects
Also, i appreciate this. Sometimes the muse deserts me
Priest of Auril
Alignment - Chaotic Neutral, Neutral Evil, Chaotic Evil
Spell focus – Water
Major – Death, Destruction, Dread, Vigor
Minor – Life, War, Knowledge, Air, Shadow, Deception, magic
Special abilities
Immune to Cold
Also, this kit needs something more. Maybe frostfingers innate, at least.
Moradin, Dwarffather
Sonnlinor (Acolyte of Moradin)
Sonnlinor are Moradin’s most devout worshipers and serve the All-Father to the best of their capacity by emulating him in word, thought, deed and being true to dwarven nature.
Abilities:
- War Hammer Specialisation: Sonnlinor can specialise in the war hammer and can put two points into that weapon category.
- Forge Force: once per day, beginning at level 5 and increasing in use for every 5 levels thereafter and lasting for 5 rounds, a Sonnlinor can imbue his weapon with the divine power of Moradin making each successful attack result in a critical hit.
Restrictions:
- Alignment: Lawful Good, Neutral Good, Lawful Neutral
- Multiclass: Fighter/Clerics can be Sonnlinor
Sphere Access:
Focus: Earth
Major: Life, Destruction, Protection, War, Fire
Minor: Benediction, Vigor, Knowledge, Thought, Light
Edit: The ability is there in BGEE.
Edit 2: Spell Revisions was the issue. Uninstalled it and Doom ability is back in BG2EE. I'll go without SR.
Berronar Truesilver, Revered Mother
Hearthbound (Acolyte of Berronar)
Hearthbound serve the Revered Mother by protecting, healing and watching over dwarven communities. They tend to be less harsh and judgemental than acolytes of Moradin, being mostly concerned with the well-being of dwarves.
Abilities:
- As servants of the goddess of life and healing Hearthbound cast spells from the sphere of Life more quickly than servants of other gods; all healing spells are cast at -2 casting speed
- Once per day beginning at level 10 Hearthbound can cast Heal with an additional use every 5 levels.
- Berronar’s Blessings: acolytes are better protected from harmful effects than most other dwarves and as such gain a +3 save bonus against paralysation, death and poison.
- Restrictions:
- Alignment: Lawful Good, Neutral Good, Lawful Neutral
- Multiclass: Cannot Multiclass
- Dwarf
Sphere Access:
Focus: Life
Major: Benediction, Protection, Thought, Vigor, Earth
Minor: War, Knowledge, Plant, Water, Light
Garl Glittergold, The Sparkling Wit
Glitterbright (Acolyte of Garlglittergold)
Glitterbrights are Garl's most trusted servants and are expected to take life with a sense of humour but also vigilance and approach all good natured folk with a kind if not sometimes mischievous heart.
Abilities:
- As Garl is the protector of all gnomes, Glitterbrights receive a universal +2 on all saving throws
- In emulation of Garl's intelligent battle axe, Arumdina, Glitterbrights can specialise in the battle axe, putting two points in that weapon.
- Trickery is Garl's forteit and his acolytes are no different. All spells from the Deception sphere are cast at 2 levels higher than the Glitterbrights actual level in terms of effectiveness and duration.
- Restrictions:
- Alignment: Any Good
- Multiclass: Garl has always believed in flexibility and Glitterbrights can be fighter/clerics, cleric/thieves and mage (illusionist)/ clerics
- Gnome
Sphere Access:
Focus: Deception
Major: Life, Benediction, Protection, Earth, Magic
Minor: War, Knowledge, Thought, Vigor, Light
Flandal Steelskin, The Master of Metal
Forgekin (Acolyte of Flandal Steelskin)
Flandal Steelskin is the gnomish god of smithing, the forge and physical fitness and his acolytes are often times gnomish smiths who have taken up adventuring or seek to spread knowledge of Flandal’s craft. Fascinated by both metal and fire their clerical magic and abilities incorporate both.
Abilities:
- Forgekin are intimately familiar with fire and flame and do not shy away from it, rather they embrace it and as such receive 50% fire resistance
- Beginning at level 5 and increasing in use every 5 levels thereafter, Forgekin can cast Iron Skins once per day
- Imbue with flame: Beginning at level 10 and increasing in use every 5 levels thereafter, Forgekin can imbue their weapons with writhing magical flame, which does a base d4 damage +1 damage per level of the acolyte in addition to regular damage. This lasts for 5 rounds.
- Restrictions:
- Alignment: Any Good
- Multiclass: No Multiclass
- Gnome
Sphere Access:
Focus: Fire
Major: Protection, War, Knowledge, Vigor, Earth
Minor: Life, Benediction, Destruction, Light, Magic
Corellon Larethian, The Protector
Feybound (Acolyte of Corellon Larethian)
Feybound are elves and half-elves that serve the creator and lord of all elfkin. They seek to represent Corellon through both deed and action.
Abilities:
- Feybound are able to specialise in the long sword, allotting two points to it
-Feybound can resist hostile magic and have a base magic resistance of 10% at level one, which increases with each level by 1%
- Restrictions:
- Alignment: Neutral Good, Chaotic Good, Chaotic Neutral
- Multiclass: Fighter/Cleric, Cleric/Mage
- Elf, Half-Elf
Sphere Access:
Focus: Magic
Major: Life, Benediction, Protection, War, Light
Minor: Destruction, Knowledge, Thought, Vigor
Labelas Enoreth, The Lifegiver
Chronicler (Acolyte of Labelas Enoreth)
Acolytes of Labelas Enoreth are called Chroniclers and serve the Lifegiver by chronicling history by experiencing it through adventure.
Abilities:
- at level one Chroniclers can cast Slow once per day and once more for every 4 levels
- beginning at level 10 and increasing in use every 5 levels thereafter, Chroniclers can cast Improved Haste once per day
- at level 16 Chroniclers gain the ability to cast Time Stop once per day
- through their knowledge of time Chroniclers cast spells at -1 casting speed
- Restrictions:
- Alignment: Neutral Good, Chaotic Good, Chaotic Neutral
- Multiclass: Cleric/mage
- Elf, Half-Elf
Sphere Access:
Focus: Knowledge
Major: Life, Death, Benediction, Thought, Magic
Minor: Protection, Dread, Vigor, Light, Shadow
Solonor Thelandira, The Forest Hunter
Keen Eyes (Acolyte of Solonor Thelandira)
Keen Eyes are forest wardens who walk the balance between preserving wildlife and hunting it and serving the Forest Hunter in the best manner possible, never hunting to excess or exploiting the forest.
Abilities:
- Keen Eyes can specalise in the Long Bow, putting 2 points in it
- at levels 1 and every 4 levels thereafter Keen Eyes gain a +1 to hit and +1 to damage with the Long Bow
- Restrictions:
- Alignment: Neutral Good, Chaotic Good, Chaotic Neutral
- Multiclass: Cleric/Ranger
- Elf, Half-Elf
Sphere Access:
Focus: Animal
Major: Life, Protection, War, Vigor, Plant
Minor: Death, Benediction, Earth, Light, Shadow
Aedrie Faenya, The Winged Mother
Wind Walker (Acolyte of Aedrie Faenya)
Wind Walkers are explorers that wander the world and always look to the heavens for signs of their goddess.
Abilities:
- 50% electricity resistance
- beginning at level 5 and increasing in use every 5 levels thereafter, Wind Walkers can cast Call Lightning once per day
- at level 10 and every 5 levels thereafter, Wind Walkers can cast Chain Lightning
- Restrictions:
- Alignment: Neutral Good, Chaotic Good, Chaotic Neutral
- Multiclass: Cleric/thief
- Elf, Half-Elf
Sphere Access:
Focus: Air
Major: Life, Benediction, Vigor, Animal, Water
Minor: Protection, Deception, Thought, Light, Magic
Yondalla, The Blessed One
Wayward Warden (Acolyte of Yondalla)
Wayward Wardens are devotees of the Halfling Matriarch Goddess Yondalla who have taken to the road to spread good works in her name and explore the world. They trust in the Blessed One’s protection and life sustaining divine energy.
Abilities:
- as servants of the Halfling goddess of life and creation Wayward Wardens are immune to energy drain and all forms of death magic
-once per day beginning at 5th level Wayward Wardens can invoke an ability similar to the spell Regeneration, but lasts one round per level of the acolyte. They gain an extra use of this per day at level 10, 15 and 20.
-Wayward Wardens can cast Protection from Evil at will
- Restrictions:
- Alignment: Lawful Good, Neutral Good, Lawful Neutral
- Multiclass: None
- Halfling
Sphere Access:
Focus: Life
Major: Benediction, Protection, Knowledge, Vigor, Light
Minor: Thought, Plant, Earth, Air, Water
Avoreen, The Defender
Trueswords are sworn servants of the Halfling god Avoreen, god of protection and war. They take their duties very seriously and are well versed in matters of martial prowesss.
Abilities:
-sworn to defend against evil, Trueswords gain +3 to hit and damage against evil opponents
-Blessings of Avoreen: Trueswords can specialise in the short sword and put 3 points into dual wielding
-Trueswords are resistant to physical damage and have 15% physical damage resistance
- Restrictions:
- Alignment: Lawful Good, Neutral Good, Lawful Neutral
- Multiclass: fighter/cleric
- Halfling
Sphere Access:
Focus: War
Major: Benediction, Destruction, Protection, Vigor, Light
Minor: Life, Dread, Affliction
Brandobaris, Master of Stealth
Shadowcloak (Acolyte of Brandobaris)
All Shadowcloaks are multiclass cleric/thieves that trick, pilfer and steal in the name of their god while adventuring away the day. As such Brandobaris blesses them with abilities that enhance their already formidable thieving abilities.
Abilities:
- Shadowcloaks gain a 10% bonus to all thieving skills
- Shadowcloaks’s backstab can reach x6 upon attaining level 17
- Shadowcloaks have permanent non-detection
-Shadowcloaks receive a +1 bonus on all saves
- Restrictions:
- Alignment: Any Non-Evil
- Multiclass: Cleric/Thief
- Halfling
Sphere Access:
Focus: Shadow
Major: Protection, Knowledge, Deception
Minor: Benediction, Destruction, Vigor
Plus I just like the acolyte kit a lot!
Wanderseeker (Acolyte of Mathammor Duin)
Mathammor Duin’s Wanderseekers are as strange as their god is amongst the dwarven gods in that they are wanderers, seekers of adventure and explorers. They seek to explore the world around them in the name of their god.
Abilities:
- Wanderseekers move at twice the normal movement speed of dwarves
- Wanderseekers enjoy permanent Free Action as a passive
- Beginning at level 5 and gaining one more use per day every 5 levels, Wanderseekers can cast Lightning Bolt
- At level 10 and every 5 levels thereafter Wanderseekers can cast Dimension Door once per day.*
- Restrictions:
- Alignment: Any Good
- Multiclass: None
- Dwarf
Sphere Access:
Focus: Exploration*
Major: Life, Benediction, Protection, Vigor, Air
Minor: Knowledge, Thought, Earth, Light
N.B. I wrote this one up with the idea that the Exploration sphere will become a real thing.
So, I've spent most of my Modding time writhing. I'll get that released, but it'll be a bit longer
Beastclaw (Acolyte of Malar)
Beastclaws are often savage hunters and sometimes just sociopathic murderers who revel in blood and violence. Regardless, they serve the Beastlord in the most devout way possible hunting animal and humanoid alike, reveling in blood and sacrifice.
Abilities:
- Summon Spirit Lion once per day (increases in strength at level 5, 10, 15 and 20)
- Malar’s Frenzy: beginning at level 5, and gaining one more use per day every five levels, Beastclaws can enter into a frenzied state that lasts one round per level of the acolyte; when in this state Beastclaws gain a +2 to hit and damage, 1 extra attack per round, immunity to mind affecting spells and fear and regenerate 2 hp a second.
- Restrictions:
- Alignment: Neutral Evil, Chaotic Evil, Chaotic Neutral
- Multiclass: Fighter/Cleric
Sphere Access:
Focus: Animal
Major: Death, Destruction, Vigor, Affliction, Earth
Minor: Life, Benediction, War, Dread, Plant, Shadow
My idea for a rework of Beast Claw would be the following:
Beast Claw: once per day and increasing in use for every five levels, the Malarite can transform his hands into bestial talons. These talons allow the Malarite to attack 2 times per round and increase in power over time. At level 1 they are act as +1 weapons and do 1d6 damage + strength bonuses, at level 5 they inflict bleeding damage over time ...level 10 +2 weapons, etc...something like that.