Sounds like a lot of extra work creating a kit for a few clerics when a true class would've worked as well. I hope its another kit that comes in a patch. I'm also curious if it has other abilities.
It's an NPC-only kit used by priests of Tyr in Dorn's questline.
While I'm glad to have this news it makes me wish there was a button to express gladness to not have my hopes set up but despair at the news given. As it is I feel like and agree don't work. When will this forum get a "NOOOOOOOOOOOOOOOO!!!" button option?
[spoiler=Description]PRIEST OF TYR: Tyr is the deity of law and justice and is primarily concerned with the punishment of wrongdoers and the general furthering of law and good in the world. The belief in justice through (benevolent) force, or at least armed vigilance, is the reason for Tyr’s existence. Tyr holds great prominence in the pantheon due to his position as leader of the Triad, a trio of lawful good gods that are collectively devoted to the concepts of courage, justice, perseverance, relief of suffering, duty, obedience, honor, and to some extent, righteous martyrdom.
Advantages: – May cast Exaltation once per day every 5 levels of the caster (starts at 1st level with one use).
EXALTATION: This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemindedness, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn.
– May cast Divine Favor once per day every 10 levels of the caster (starts at 1st level with one use).
DIVINE FAVOR: This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds.
Disadvantages: – Alignment restricted to lawful good, neutral good, or lawful neutral.[/spoiler]
Ummm so let me get this straight: You guys programmed an entire kit, proceeded to make a complete, official description, and it's not going to be usable.
You need a question mark. And about a dozen exclamation marks.
I guess the issue is the alignment based stronghold quests. A cleric of Tyr would be drafted into the temple of Lathander or Helm like unkitted clerics.
Would be better to give them the Paladin quest, but I'm not sure how hard that would be, or if the license would allow it.
A kit that gives you a Kensai's damage bonus (all be it only for 2 rounds). I'll take that! I mean its no Leaftender kit but its something new for clerics which is kind of nice. Kind of odd that they wouldn't include it.
Ummm so let me get this straight: You guys programmed an entire kit, proceeded to make a complete, official description, and it's not going to be usable.
Not really. Notice how @Jalilly didn't answer the question, only stated what its purpose is at the moment. She didn't give a definite "no"
It's Lathander's halfling half-brother. So basically the quarterling god of tea.
Wait a minute... doesn't that make Coffeetender his father's brother's nephew's cousin's former roommate? And why is it that familiy matters tend to be complicated even in video games? It would be way easier if people were born on trees, like Maple Willow Aspen!
we need more cleric kits in this game we really do
And new cleric strongholds to go with them. Nothing's more immersive breaking for a faithful cleric than having permanent living quarters within a temple of a different religion.
And for monks as well! I mean, my monk can hear the D'Arnise guards whispering behind his back "He's not even a proper fighter, doesn't even get the full CON bonus..."
@elminster Leaftender? Is that one Lothander's brother?
Hehe nope. I mean you'd have to adjust the kit due to the lack of level restrictions/differences in usable skills but this is the general thing from The Complete Book of Gnomes & Halflings
The Leaftender is similar in many ways to the druid--he or she is a priest who lives in and watches over the wild places that are so important to the halfling race. Despite the fact that his or her home and burrow is located deep in the woods, the Leaftender is not antisocial--halfling visitors will always find a warm welcome and be invited in to share a cup of a tea, a bit of conversation, and a warm fire. Nonhalflings will meet with a similar reception once the Leaftender has ascertained that they offer no threat to his or her treasured domain. Unlike the Forestwalker, who is devoted to keeping the forest the way it is, and the Homesteader, who wishes to turn it into farmland or pasture, the Leaftender works to slowly tame a forest without destroying it. He or she will plant nut trees and berry bushes to provide more food for the local wildlife, tend sick trees, and generally make the woods he or she dwells in a healthier, friendlier place. Roads to Adventure: The Leaftender is like a wilderness gardener. Anything that threatens to undo his or her work by endangering the peace or health of the trees, water, or animal life in his or her woods will draw the ire of the Leaftender--and compel him or her to take steps to counter that threat. Role: The Leaftender is more integrated into his or her society than is the druid-- he or she is not a hermit, even though he or she may live some distance away from the community. Since the wild and beautiful places are so important to halflings as a whole, the community tends to be very supportive of this cleric's activities. When a Leaftender visits nearby halfling communities (which he or she will do far more often than would, say, a druid) he or she will bring gifts of the woods' bounty-- berries, mushrooms, and herbs--to add variety and spice to the village menus. Alone of all halflings, Leaftenders are vegetarians and eat no animal products. Secondary Skills: Agriculture is a possible, though not a necessary, secondary skill for a Leaftender. Weapon Proficiencies: The Leaftender is limited to the following weapon types (listed in order of preference): sling, sickle, spear, scythe, dagger, staff, club, and dart. Bonus Nonweapon Proficiencies: The Leaftender receives Herbalism and Survival (Woodlands) as bonus proficiencies. Recommended Nonweapon Proficiencies: Weather Sense and Direction Sense can prove very useful, as well as Animal Lore, Swimming, and Firebuilding. Equipment: The Leaftender will assemble whatever materials he or she needs to carry out his or her work of tending the forest. Special Benefits: As they advance in level, Leaftenders become increasingly attuned to their environment, granting them the following abilities: At 2nd level, the Leaftender can pass through overgrown areas at his or her normal movement rate without leaving a trail. At 3rd level, he or she can identify plants, animals, and pure water with perfect accuracy. At 5th level, he or she becomes immune to charm spells cast by woodland creatures such as dryads and nixies. Special Hindrances: Leaftenders cannot use metal armor and will not use leather armor. They may, however, use wooden shields.
Like I wrote though any new cleric kit would be nice. None of the original ones really appealed to me all that much.
Comments
Advantages:
– May cast Exaltation once per day every 5 levels of the caster (starts at 1st level with one use).
EXALTATION: This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemindedness, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn.
– May cast Divine Favor once per day every 10 levels of the caster (starts at 1st level with one use).
DIVINE FAVOR: This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds.
Disadvantages:
– Alignment restricted to lawful good, neutral good, or lawful neutral.[/spoiler]
I guess the issue is the alignment based stronghold quests. A cleric of Tyr would be drafted into the temple of Lathander or Helm like unkitted clerics.
Would be better to give them the Paladin quest, but I'm not sure how hard that would be, or if the license would allow it.
Hm, I like it!
@elminster Leaftender? Is that one Lothander's brother?
@Quartz the description isn't in the game (as much as I've searched I didn't find it).
@jackjack I've been thinking if Bentley Mirrorshade pays Elminster a 20% of what he gains by selling that ale because of the promotion.
So it COULD be usable, just not yet.
The Leaftender is similar in many ways to the druid--he or she is a priest who
lives in and watches over the wild places that are so important to the halfling race.
Despite the fact that his or her home and burrow is located deep in the woods, the
Leaftender is not antisocial--halfling visitors will always find a warm welcome and be
invited in to share a cup of a tea, a bit of conversation, and a warm fire. Nonhalflings
will meet with a similar reception once the Leaftender has ascertained that they offer
no threat to his or her treasured domain.
Unlike the Forestwalker, who is devoted to keeping the forest the way it is, and
the Homesteader, who wishes to turn it into farmland or pasture, the Leaftender works
to slowly tame a forest without destroying it. He or she will plant nut trees and berry
bushes to provide more food for the local wildlife, tend sick trees, and generally make
the woods he or she dwells in a healthier, friendlier place.
Roads to Adventure: The Leaftender is like a wilderness gardener. Anything that
threatens to undo his or her work by endangering the peace or health of the trees,
water, or animal life in his or her woods will draw the ire of the Leaftender--and
compel him or her to take steps to counter that threat.
Role: The Leaftender is more integrated into his or her society than is the druid--
he or she is not a hermit, even though he or she may live some distance away from the
community. Since the wild and beautiful places are so important to halflings as a
whole, the community tends to be very supportive of this cleric's activities.
When a Leaftender visits nearby halfling communities (which he or she will do far
more often than would, say, a druid) he or she will bring gifts of the woods' bounty--
berries, mushrooms, and herbs--to add variety and spice to the village menus. Alone
of all halflings, Leaftenders are vegetarians and eat no animal products.
Secondary Skills: Agriculture is a possible, though not a necessary, secondary
skill for a Leaftender.
Weapon Proficiencies: The Leaftender is limited to the following weapon types
(listed in order of preference): sling, sickle, spear, scythe, dagger, staff, club, and dart.
Bonus Nonweapon Proficiencies: The Leaftender receives Herbalism and Survival
(Woodlands) as bonus proficiencies.
Recommended Nonweapon Proficiencies: Weather Sense and Direction Sense can
prove very useful, as well as Animal Lore, Swimming, and Firebuilding.
Equipment: The Leaftender will assemble whatever materials he or she needs to
carry out his or her work of tending the forest.
Special Benefits: As they advance in level, Leaftenders become increasingly
attuned to their environment, granting them the following abilities: At 2nd level, the Leaftender can pass through overgrown areas at his or her
normal movement rate without leaving a trail.
At 3rd level, he or she can identify plants, animals, and pure water with perfect
accuracy.
At 5th level, he or she becomes immune to charm spells cast by woodland
creatures such as dryads and nixies.
Special Hindrances: Leaftenders cannot use metal armor and will not use leather
armor. They may, however, use wooden shields.
Like I wrote though any new cleric kit would be nice. None of the original ones really appealed to me all that much.
what id also love is a kit for a priest of Sune