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Preview of Oghma, Kossuth, Ilmater, and Xvim kits


Andyr

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Here's some previews of current code/plans:

 

LOREKEEPER OF OGHMA:

 

Oghma is the god of knowledge and invention, the Binder of What is Known, and the Patron of Bards. He is the most powerful god of knowledge in the Realms (Second if you consider magical ability as knowledge, with Mystra at its head). Deneir and Milil both act as intercessors for Oghma, carrying new information both to him and to those whom Oghma favors.

 

Oghma's followers believe that knowledge is most supreme, particularly in its raw form, the idea. An idea has no weight but can move mountains. It has no height but it can dominate a nation. It has no mass but it can push aside empires. Knowledge is the greatest tool of humankind, outweighing anything made by mortal hands. Before anything can exist, the idea must exist.

 

Lorekeepers of Oghma can be of any race and alignment.

 

Advantages:

 

-Spiritual Weapon: Longsword 'Mortal Strike'

- Gain a base of 10 lore/level.

- Can cast Charm Person once per day, as per the Level 1 Wizard spell.

- From Level 3 can cast Luck once per day, as per the Level 2 Wizard spell.

- From Level 5 can cast Remove Magic once per day, as per the Level 3 Wizard spell.

- From Level 7 can cast Secret Word once per day, as per the Level 4 Wizard spell.

- From Level 9 can cast Oracle once per day, as per the Level 5 Wizard spell.

- From Level 11 can cast Power Word: Silence once per day, as per the Level 6 Wizard spell.

- From Level 14 can cast Ruby Ray of Reversal once per day, as per the Level 7 Wizard spell.

 

Disadvantages:

 

-Memorises one less spell of each level.

 

Sphere access:

 

-Major access to All, Astral, Combat, Charm, Divination, Elemental, Guardian, Healing, Protection, Summoning, Thought, Travel

-Minor access to Animals, Creation, Necromantic, Sun, Wards.

-Restricted from Chaos, Law, Numbers, Plant, Time, War, Wards, Weather.

 

FIREWALKER OF KOSSUTH: Kossuth, Firelord, the Tyrant among Fire, is an Elemental Lord from the Elemental Plane of Fire. He is generally uncaring to his faithful, but continues to grant his priests their powers since their worship increases his power on his home plane. To maintain continued worship he does take a limited interest in his followers' mortal problems, and occationaly makes his presence known with a manifestation, but never an avatar.

 

Kossuth's church is varied and chaotic since he takes no interest in its structure. As a result it is a collection of cults with each faction coming up with its own ethics, codes, morals, and teachings. Kossuth's symbol varies greatly from faction to faction, but is generally a depiction of fire. It is believed that if Kossuth's following were to somehow become unified he would become a very powerful force in the Realms, something the other gods don't really wish to see happen. Of the four Elemental Lords, the best known and most feared are the cults of Kossuth, who are very powerful in Thay and the lands of the East.

 

Firewalkers of Kossuth can be of any alignment, but most are evil, reveling in the destructive power of fire. They can be members of any race. They dress in whatever their faction deems approprate for the representation of their god. This is usually robes and long capes in reds, yellows, and oranges.

 

Advantages:

- Spiritual Weapon: Flail - 'Tendril of Flame' once per day

The flail is the spiritual weapon of Firewalkers of Kossuth, and is wielded as if the caster had grand mastery in the weapon. The flail is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.

- Has 2% fire resistance per level.

- Can cast Burning Hands once per day, as the first level mage spell.

- From level 3 can cast Aganazzer's Scorcher once per day, as the second level mage spell.

- From level 5 can cast Fireball once per day, as the third level mage spell.

- From level 7 can cast Fireshield: Red once per day, as the fourth level mage spell.

- From level 9 can cast Sunfire once per day, as the fifth level mage spell.

- From level 11 can cast Conjure Fire Elemental once per day, as the sixth level cleric spell.

- From level 14 can cast Delayed Blast Fireball once per day, as the seventh level mage spell.

 

Disadvantages:

 

- Memorises one less spell per level.

 

Sphere access:

 

- Major access to All, Combat, Elemental Fire, Healing, Summoning, Sun.

- Minor access to Divination, Elemental Air, Elemental Earth, Protection, War

- Restricted from Animal, Astral, Charm, Chaos, Creation, Elemental Water, Guardian, Law, Necromantic, Numbers, Plant, Time, Thought, Travel, Wards, Weather.

 

PAINBEARER OF ILMATER: Ilmater is the Crying God, the god of endurance, suffering, martyrdom, and perseverance. It is he who offers succor and calming words to those who are in pain, oppressed, or in great need. He is the willing sufferer, the one who takes the place of another to heft the other's burden, to take the other's pain. He is the god of the oppressed and unjustly treated. In early days Ilmater's symbol was a blood stained rack, but of late a set of white hands bound by a blood red cord is used. The latter symbol has increased Ilmater's popularity in the world at large. Ilmater dwells in the Twin Paradises.

 

The followers of Ilmater are often perceived as being intentional sufferers, but in reality they offer a great deal along the "pure clerical" nature of healing and recovery tro those who have been hurt. They put others ahead of themselves, are sharing, and emphasize the spiritual nature of life over the gross material body. Ilmater's priest are found where they are needed, which is usually in the worst possible conditions, ministering to the needs of the opperessed, and the poor. They dress simply in gray, with gray skullcaps (blood red for the higher ranks).

 

Painbearers of Ilmater can only be of Lawful Good, Neutral Good, and Lawful Neutral alignments.

 

Advantages:

- Spiritual Weapon: Fist - 'Hand of Ilmater' once per day

The Hand of Ilmater is the spiritual weapon of Painbearers. The Hand of Ilmater does 1d6 base damage and is treated as if the caster is a grand master. The Hand of Ilmater is treated as a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 25 and above. The Hand of Ilmater lasts for one round per level of the caster, up to 20 rounds.

- Can Lay On Hands once per day

- Can cast Protection From Evil once per day, as first level cleric spell of the same name

- From level 3 can cast Aid once per day, as second level cleric spell of the same name

- From level 5 can cast Remove Curse once per day, as third level cleric spell of the same name

- From level 7 can cast Neutralize Poison once per day, as fourth level cleric spell of the same name

- From level 9 can cast Ilmater's Endurance once per day

The Painbearer draws upon Ilmater to be able to shoulder the burden of trials ahead. For 1 round per level of the Painbearer, the cleric gains +4 to constitution. In 3e, this is +6 but the ability scale in 3e is not capped at 25. smile.gif

- From level 11 can cast Heal once per day, as sixth level cleric spell of the same name

- From level 14 can cast Regeneration once per day, as seventh level cleric spell of the same name

 

Disadvantages:

- Memorize one less spell per level

 

Sphere Access:

- Major access to the spheres of all, charm, creation, guardian, healing, law, necromantic, protection, and travelers

- Minor access to the spheres of combat, elemental, summoning, sun, wards, and weather

- No access to the spheres of animal, astral, chaos, divination, numbers, plant, thought, time, and war

 

AUTHLIM OF IYACHTU XVIM: Iyachtu Xvim is said to the result of a union between the Black Lord, Bane, and a greater or a true tanar'ri, and thus the blood of Bane runs through his veins. Another tale says he is the spawn of the Black Lord and a corrupted Paladin. Also called the Godson and the Son of Bane, Xvim has served as Bane's instrument in the Realms, carrying out the will of his father. He appears either as a gaunt, naked man with a great scimitar or a black cloud with glowing green eyes.

 

Xvim was imprisoned under Zhentil Keep during the Time of Troubles, where he was held for ten years. He managed to free himself when Zhentil Keep fell during the Cyrinishad fiasco, where he also managed to steal the portfolios of Tyranny and Hatred away from Cyric. He is now the god of Fear, Hatred, Malice, and Tyranny. He is working toward fully taking the place of his father, Bane, this of course making him bitter enemies with Cyric. His following is strongest in the East, particularly in Thay, but his priesthood are rapidly spreading throughout the Realms. His priests favor black robes trimmed with dark green. They also wear black iron gauntlets with glowing green eyes painted on the back of the hand. These gauntlets are actually the priests' holy symbols of Xvim.

 

Authlims of Xvim can be members of any race. They can only be of Lawful Evil, Lawful Neutral or Neutral Evil alignment.

 

Advantages:

-  Spiritual Weapon: Scimitar - 'Scimitar of Souls' once per day.

The scimitar is the spiritual weapon of the Authlim of Iyatchu Xvim, and is wielded as if the caster had grand mastery in the weapon. It is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 25 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.

-  Immune to Fear.

-  Can cast Spook once per day, as the Level 1 Wizard spell.

-  From level 3 can cast Horror once per day, as the Level 2 Wizard spell.

-  From level 5 can cast Skull Trap once per day, as the Level 3 Wizard spell.

-  From level 7 can cast Greater Malison once per day, as the Level 4 Wizard spell.

-  From level 9 can cast Lower Resistance once per day, as the Level 5 Wizard spell.

-  From level 11 can cast Death Spell once per day, as the Level 6 Wizard spell.

-  From level 14 can cast Mantle once per day, as the Level 7 Wizard spell

 

Disadvantages:

-  Memorises one less spell per level. Note that this means they gain spells of each spell level starting one level later than a kitless Cleric.

-  The Authlim may only cast his curative spells on himself, not others. Xvim and his Authlim despise weakness and do not help those in need.

 

Sphere access:

-  Major access to the spheres of All, Combat, Divination, Guardian, Healing, Necromantic, Summoning and War.

-  Minor access to the spheres of Charm, Creation, Elemental, Law.

-  No access to the spheres of Animal, Chaos, Numbers, Plant, Protection, Wards or Weather spheres.

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Thanks for the preview, looks good. I was just wondering why the priest of Ilmater gains no Innate ability at lvl. 11 like all the others do, is this an error is there actually some reasoning to this?

 

SK

Whoops, typo. Painbearers get Heal as an innate at level 11.

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Just a quick question, what PnP source are these (and the others in Cleric ReMix) being based on? They don't seem to match the write-ups in the old Forgotten Realms Adventures hardback - and I lent my copies of the Faiths & Avatars, Powers & Pantheons, and Demi-Human Deities (from now on refered to as the Forgoten Realms Religions Trilogy FRRT) to my brother, and so cannot check them. (The spheres looks to match FRRT from memory, but I don't see where you're getting the many special abilities, 'spiritual weapons' or the -1 memorised spell per level?)

 

:)

 

Charles

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Engine restrictions mean we can't recreate those kits with their own item restrictions and so forth exactly. So what we decided to do, for a sense of balance among other things, was create a more standardised approach.

 

The spell penalty (-1 of each level) balances out the innate spells gained, which are spells symbolising the portfolios of that deity. The inspiration from this came from the 3E pnp Priest Domains rules.

 

The special ability (e.g. Oghma's lore or Kossuth's fire resistance) is again to bring out the unique flavour of the deity, with the Spiritual Weapon abilities to compensate for the Priest not necessarily being able to use their God's weapon of choice. These should be roughly balanced by the sphere restrictions - these are taken from pnp rules, since it is something we can do.

 

So, while we've gone for a more standardised approach when designing the kits, we hope this allows us to better show their individual nature. And we think we've designed something reasonably balanced, as opposed to the free spellfest that was the kits in the unmodded game. :)

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Many of the concessions they are doing here are constraints imposed by the game engine, and not by choice. Still, from what I can see, the decisions made were fairly good to differentiate from the normal clerics.

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Thanks for the replys, the new kits make sense now :)

 

One suggestion for the Lorekeepers of Oghma - as a 'proper' identify spell cannot be implemented, you could give them a spell that temporarily boosts their Lore attribute.

 

In fact it could be given the same penalty as the PnP identify spell: -8 con, recovering at a rate of 1 per hour.

 

For a Legend Lore spell, how about the following: The spell summons a creature (either invisible or a divine sending) that enteris into a dialogue with the caster - it can answer certain questions, it can also act as a store which can only identify items (at zero cost?). This could require a lot of scripting/dialogue though - maybe giving different possible questions based on the current quest/chapter/etc.?.

 

Oghma priests are supposted to be expert wrestlers - but I don't think that could be implemented.

 

I hope my ramblings are of some use.

 

Charles

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Thanks for the replys, the new kits make sense now :)

 

One suggestion for the Lorekeepers of Oghma - as a 'proper' identify spell cannot be implemented, you could give them a spell that temporarily boosts their Lore attribute.

 

In fact it could be given the same penalty as the PnP identify spell: -8 con, recovering at a rate of 1 per hour.

 

For a Legend Lore spell, how about the following: The spell summons a creature (either invisible or a divine sending) that enteris into a dialogue with the caster - it can answer certain questions, it can also act as a store which can only identify items (at zero cost?). This could require a lot of scripting/dialogue though - maybe giving different possible questions based on the current quest/chapter/etc.?.

 

Oghma priests are supposted to be expert wrestlers - but I don't think that could be implemented.

 

I hope my ramblings are of some use.

 

Charles

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Yeh, I know about the wrestling bit, seems a little odd. :)

 

Since Identify in BG is better than pnp, a Legend Lore type spell is not so useful. You'll note we gave them Oracle to try and go with this theme.

 

For their unique HLA, we were thinking of something called Wisdom of Oghma, which gives the caster Absolute Immunity and the rest of the party Mantle.

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Yeh, I know about the wrestling bit, seems a little odd. ;)

 

Since Identify in BG is better than pnp, a Legend Lore type spell is not so useful. You'll note we gave them Oracle to try and go with this theme.

I know - I was considering doing a mini-mod that would replace Identify with a spell that temporarily boosted Lore, and suffered the temporary CON drain of the PnP spell. The mod would also add a Legend Lore spell that would work like the BG Identify spell - unfortunately, as you mention, there are hard-coded problems with this :) - the summoned store that only identifies was a possible work-arround.

 

Hmm... would this work (for a non-wizard Identify power - a spell or inate ability that just inserts the identify spell into the characters memorised wizard spells area? Or would there be issues with characters who shouln't have wizard spells?

 

As an alternative spiritual weapon for Lorekeepers of Oghma - how about a hand-attack that has a chance (based on level) of Paralysing the target (c.f. hold person - I think thats the closest I can get to wrestling/grappling ATM :)

 

Charles

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The spiritual weapon is Longsword beased on Oghma's weapon of choice, think we'll keep it. :)

 

I had thought of doing something like you suggested for an innate/priest Identify, though it wouldn't look that nice...

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