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Cleric Kits


CamDawg

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Yeah, that's my exact gripe about the existing cleric kits. True RP'ers will still play vanilla clerics, but that's it.

Just think of these new kits as a bugfix!

 

But seriously, if we don't include Talos, Helm and Lathander then people will complain. If we allow you to have both versions of them installed then it will be silly. So the obvious way is having them replace the current version but have all the kits as optional components.

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Bah, details!

LOL! We're professionals, we know what we're doing!

 

(whisper) Pssst... Cam! What the f*ck are we doing?

BTW, Grim and I are accepting applications for the third stooge.

 

Nyuk nyuk nyuk!

 

*grabs a ladder, turns around and hits Grim with it*

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My first post here. :)

 

For another LE god, try Iyachtu Xvim- Bane's son, and a similar portfolio.

 

NiGHTMARE and I are planning on adding lots of Cleric kits in a future mod called Lands of Intrigue- if you're interested in collaboration for the Cleric bit at least it'd be much appreciated. We were going to do kit choices through dialogue at the start of the game, to allow more than 9 choices.

 

Some comments:

1. It would be good if the mod were made for Tutu, too.

2. It would also be good to have some non-human deities.

3. Existing Lathander, Helm and Talos kits could definitely use a revamp.

4. Adding domain spells with no disadvantages would be a little overpowering. Perhaps the 2E style of speciality priest could be adopted? If not, perhaps spread the domain spells out a bit more over the levels? Or add them as standard spellbook spells rather than bonus innates?

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Well, here's some ideas for a couple of clerical kits. In order to circumvent the weapon restriction for those kits requiring it, maybe the paladin interface could be used as a starting point, as it has the needed GUI with clerical spells and Turn Undead.

 

Painbearer of Ilmater:

 

Alignments: Lawful Good, Neutral Good, Lawful Neutral

Ability Requirements: Constitution 14, Wisdom 12

Advantages:

- Ilmater's Endurance: the Painbearer rolls 1d10 for hit points instead of a cleric's 1d8.  

- May cast Remove Fear once per day per 5 levels of the caster (starts at 1st level with one use).

- May cast Pain Touch (Touch weapon that causes a -2 penalty to STR and DEX for 10 rounds) once per day per 5 levels of the caster (starts at 1st level with one use).

Disadvantages:

- May not wear better than studded leather.

 

Silverstar of Selûne:

 

Alignments: Neutral Good, Chaotic Good, Chaotic Neutral

Ability Requirements: Constitution 12, Wisdom 14

Advantages:

- Silverstars are gifted with infravision 30’.

- May cast Free Action once per day per 5 levels of the caster (starts at 1st level with one use).

- May cast Moon Shield once per day per 10 levels of the caster (starts at 1st level with one use). The spell grants a +3 bonus to saving throws for a number of rounds equal to level.

Disadvantages:

- None

 

Lorekeeper of Oghma:

 

Alignments: Lawful Neutral, True Neutral, Chaotic Neutral

Ability Requirements: Intelligence 12, Wisdom 14

Advantages:

- Improved Lore skill and Lore progression, equivalent to a mage of the Lorekeeper's level.

- May cast Identify once per day per 5 levels of the caster (starts at 1st level with one use).

- May cast True Sight once per day per 8 levels (starts at 1st level with one use).

Disadvantages:

- May not use a shield.

- May not wear better than splint mail.

 

Battleguard of Tempus:

 

Alignments: Chaotic Good, True Neutral, Chaotic Neutral, Chaotic Evil

Ability Requirements: Strength 14, Wisdom 12

Advantages:

- Can use all melee weapons.

- Can specialize in axe.

- Can incite a berserker rage in themselves and others, once per day for every 5 levels (starts at 1st level with one use). The rage last for 10 rounds and gives +2 bonus to attack, damage, and all saving throws. It also gives immunity to all charm, hold, fear, maze, confusion and level-drain spells.

- May cast Chant once per day per 5 levels of the caster (starts at 1st level with one use) in order to inspire their comrades to greater feats of battle.

Disadvantages:

- May not use missile weapons.

 

Demarch of Mask:  

 

Alignments: True Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil

Ability Requirements: Dexterity 14, Wisdom 14

Advantages:

- Can use daggers and short swords.

- Backstab: if the priest successfully moves silently and hides in shadows, he can backstab an opponent. The priest gains a +4 bonus on his attack roll and the blow does double damage.

- Priests of Mask have the abilities of thieves. They start with the base ability scores, modified for dexterity and race, but get no initial discretionary points to allocate. For each level he attains, the priest receives 10 points to allocate to his thieving abilities.

Disadvantages:

- May not wear better than studded leather.

 

Hawkeye of Solonor Thelandira

Solonor Thelandira is the elven god of hunting, archery, and survival in wild and harsh places. He teaches his followers the arts of hunting; including  archery, moving unseen and hiding in the wild places. He watches over the borders of wilderness and farmed land and seeks to maintain the balance between them.

 

Alignments: Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, True Neutral, Chaotic Neutral

Race: Elves and half-elves

Advantages:

- Can use bows.

- Can gain mastery in bow.

Disadvantages:

- May not wear better than chain mail.

 

Authlim of Iyachtu Xvim

Ability requirements: Constitution 13, Wisdom 10, Strength 12

Alignments: Chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil

Advantages:

- Can use scimitars.

- Can specialize in scimitar.

- May cast Cloak of Fear once per day per 5 levels of the caster (starts at 1st level with one use). This spell lasts one round per level of the caster.

- Immune to fear: the priest is unaffected by the effects of fear spells, though they may still be effected by other emotion-affecting spells and spell like abilities.

Disadvantages:

- None

 

Needle of Mielikki

 

Alignments: Lawful Good, Neutral Good, Chaotic Good,

Race: Humans, elves, and half-elves.

Ability requirements: Strength 13, Dexterity 13, Constitution 14, Wisdom 14

Advantages:

- Can also use druid weapons.

- The priest can hide in shadows, as the ranger ability.

- May cast Charm Person or Mammal once per day per 5 levels of the caster (starts at 1st level with one use).

- May cast Call Woodland Beings  once per day per 8 levels of the caster (starts at 1st level with one use).

Disadvantages:

- May not wear better than chain mail.

- May not turn undead.

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Hey Andyr!

 

The domain spells are not being added without penalties. The idea is that a kitted cleric will be able to cast one less spell per level to accomodate their domain abilities--essentially their domain spell is filling the removed slot. (We could make them as extra spells in the spellbook, but then I see no disadvantages at all). This makes them less flexible in spell selection but is compensated with the other little perks they get--extra prof for Tempus, identify 1x/day for Ohgma, electrical resistance for Talos, etc. I'm not sure how specialty priests are handled in 2e (haven't played PnP since 1e :) ) so if there is another way we can adapt these, I'd love to hear it.

 

If you want to use these with LoI, I'd be more than happy to collaborate.

 

Hadn't considered this for Tutu... with a WeiDU installer, though, it should work regardless.

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@Cam: Yep, Grim just pointed that out to me. Whoops! :)

 

Had you considered doing an advantage/disadvantage system like the standard BG2 kits?

 

Collaboration is good, I'll speak with NiGHTMARE and hopefully we can get some ideas and stuff down.

 

@Koson: All other class kits are reasonably balanced. You don't get lots of other stuff for free.

 

Also, according to 3E at least only a TN god can have a TN priest. Also, Oghma (and Kossuth) accept followers of any alignment. All others accept followers within one alignment step.

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