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Cleric Kits


CamDawg

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IWD2 didn't add any disadvantages either, even to those clerics that should have some.

Which is why we are, since this is BG2. :)

Well, they're specialty priests, they get all their bonuses / special abilities / advantages as boons from their deities of choice, but they also keep all the perks from being a cleric in the first place. As I see it, they incur "disadvantages" or penalties when what a standard cleric is allowed to wear/use/do comes into conflict with the specialty priest's chosen god's dogma. So, if a god's clergy is not allowed to wear full plate, a SP would not wear it (thus "disadvantages: - may wear up to plate mail") while a vanilla cleric will. If there are no such conflicts or interdictions, why inflict some disadvantages where they shouldn't be only because other kits / classes have them? :D<

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I'm going to bypass the roleplaying argument here--players who want to roleplay will do it, regardless of the advnatages/disadvantages because roleplaying is fun in and of itself.

 

For folks who want a different gameplay/tactical experience (or a different way to powergame!)... Every kit in BG2 has disadvantages to balance their advantages; that's what makes them interesting as alternatives. The fact that the cleric kits have nothing but upside stands out like a sore thumb. Choosing to kit your cleric is a no-brainer. There's not even thought applied in selecting the kit since they're mutually exclusive due to alignment restrictions.

 

Balancing the advantages of the existing kits with some drawbacks IMHO will accomplish two important goals: it will make them interesting, since you will now have to actually think about kitting a cleric and it will bring them inline with every other kit in the game.

 

As Grim mentioned, though, as currently planned it will be an optional component.

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Between the nine IWD2 kits plus the ones you've posted above, we actually have too many. :) Some are duplicates, though.

So you'll implement all of them? :D

Sorry, s'more cross posting. Yes, with the caveat that Delainy remains my #1 priority. :D

 

I'll work on these when I need a break from I_C_T's, ++ and ~s.

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Between the nine IWD2 kits plus the ones you've posted above, we actually have too many. :) Some are duplicates, though.

So you'll implement all of them? :D

Sorry, s'more cross posting. Yes, with the caveat that Delainy remains my #1 priority. :D

 

I'll work on these when I need a break from I_C_T's, ++ and ~s.

You'll never be free from I_C_Ts! They come to haunt you in your sleep!

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Ok here's my basic kit ideas:

 

Battleguard of Tempus

 

Chaotic Good, True Neutral, Chaotic Neutral, Chaotic Evil

 

Automatically gains Martial Weapon: Axe and Weapon Focus: Axe feats

Automatic profiency in Axes (Flails) and is able to

Tempus' Strength 1/day (increase Strength by 6 for number of rounds equal to level)

Domain spells:

1st: Magic Stone, Bless

2nd: Draw Upon Holy Might, Chant

3rd: Prayer, Animate Dead

4th: Blood Rage, Recitation

5th: Champion's Strength, Chaotic Commands

6th: Circle of Blades, Spiritual Wrath

7th: Power Word: Blind, Summon Monster VII

8th: Power Word: Stun, Summon Monster VIII

9th: Power Word: Kill, Summon Monster IX

 

Converts to:

 

Automatic profiency in Axes (Flails for non AoE) and can become specialised in them.

 

Innate ability: Tempus' Strength 1/day (increase Strength by 6 for number of rounds equal to level)

 

Domain spells remain.

 

Demarch of Mask

 

True Neutral, Lawful Evil, Neutral Evil, Chaotic Evil

 

Free Blind-Fight feat

+1 bonus to Hide, Move Silently, and Pick Pockets

Domain spells:

1st: Minor Mirror Image, Sleep

2nd: Blindness, Blur

3rd: Mirror Image, Invisibility Sphere

4th: Emotion: Despair, Improved Invisibility

5th: Shadow Monsters, Unholy Blight

6th: Greater Shadow Conjuration, Phantom Blade

7th: Shades, Soul Eater

8th: Mass Invisibility, Blasphemy

9th: Black Blade of Disaster, Executioner's Eyes

 

SUGGESTIONS?

 

Domain spells remain.

 

Dreadmaster of Iyachtu Xvim

 

Lawful Neutral, Lawful Evil, Neutral Evil

 

Tyrant's Dictum (all saves vs. their will spells are at +1 DC)

+1 to all Bluff, Diplomacy, and Intimidate

Domain spells:

1st: Command, Bane

2nd: Silence, Horror

3rd: Dire Charm, Rigid Thinking

4th: Cloak of Fear, Emotion: Despair

5th: Greater Command, Domination

6th: Power Word: Silence, Feeblemind

7th: Suffocate, Gate

8th: Flaying, Power Word: Blind

9th: Mass Dominate, Summon Monster IX

 

Ok what does +1 DC mean?

 

Bluff, Diplomacy and Intimidate bonuses could probably be converted into something to do with a charisma increase (and maybe intelligence and wisdom increase - you'd be bluffing that you are smarter than you are).  Therefore I'd reckon they'd get an innate ability that adds +1 to Wis, Int and Chr for a number of rounds equal to level.

 

Domain spells remain.

 

Lorekeeper of Oghma

 

Neutral Good, Lawful Neutral, True Neutral, Chaotic Neutral, Neutral Evil

 

Oghma's Knowledge (+1 to Alchemy, Knowledge Arcana skills)

Identify 1/Day

Domain spells:

1st: Identify, Eagle's Splendor

2nd: Charm Person, See Invisible

3rd: Find Traps, Dispel Magic

4th: Malison, Shout

5th: Power Word: Silence, Greater Command

6th: Power Word: Stun, Symbol of Fear

7th: Great Shout, Symbol of Hopelessness

8th: Power Word: Kill, Symbol of Death

9th: Executioner's Eyes, Wail of the Banshee

 

Bonuses to Lore

 

Identifiy once per day innate

 

Doman spells remain.

 

Morninglord of Lathander

 

Lawful Good, Neutral Good, Chaotic Good, True Neutral

 

Improved Turning Feat (free)

Lathander's Renewal 1/day (cures 2x cleric level in hit points)

Domain spells:

1st: Sunscorch, Faerie Fire

2nd: Lesser Restoration, Bull's Strength

3rd: Agannazar's Scorcher, Negative Energy Protection

4th: Shield of Lathander, Holy Smite

5th: Flame Strike, Raise Dead

6th: Heal, Fire Storm

7th: Greater Restoration, Sunbeam

8th: Aura of Vitality, Resurrection

9th: Meteor Swarm, Mass Heal

 

Improved turning improves their undead turning.  Not sure how we can implement it.

 

Innate healing spell as description.

 

Domain spells remain.

 

Painbearer of Ilmater

 

Lawful Good, Neutral Good, Lawful Neutral

 

Pain Touch 1/day (Touch weapon that causes a -2 penalty to Str and Dex for 10 rounds)

Ilmater's Endurance 1/day (increase Con by 6 for a number of rounds equal to level)

Domain spells:

1st: Minor Elemental Barrier, Protection From Evil

2nd: Unfailing Endurance, Aid

3rd: Magic Circle Against Evil, Cure Serious Wounds

4th: Holy Smite, Emotion: Hope

5th: Feeblemind, Holy Power

6th: Stoneskin, Harm

7th: Holy Word, Impervious Sanctity of Mind

8th: Symbol of Pain, Holy Aura

9th: Horrid Wilting, Summon Monster IX

 

Innate abilities just as in description.

 

Domain spells remain.

 

Silverstar of Selune

 

Neutral Good, Chaotic Good, Chatoic Neutral

 

Selune's Freedom 1/day (Freedom of Movement that lasts 1 round/level)

Moon Shield 1/day (grants a +3 bonus to spell resistance that lasts 1 round/level)

Domain Spells:

1st: Faerie Fire, Sanctuary

2nd: Moon Motes, Alicorn Lance

3rd: Moonblade, Protection From Fire

4th: Emotion: Rage, Ghost Armor

5th: Wall of Moonlight, Undead Ward

6th: Antimagic Shell, Divine Shell

7th: Planar Binding: Air Elemental, Planar Binding: Water Elemental

8th: Planar Binding: Fire Elemental, Planar Binding: Earth Elemental

9th: Prismatic Spray, Elemental Legion

 

Innate ability: Selune's freedom as description

 

Innate ability: Moon shield, +X% (Not sure about conversion)

 

Domain spells remain.

 

Stormlord of Talos

 

Chaotic Neutral, Neutral Evil, Chaotic Evil

 

5/- Electrical Resistance

Destructive Blow 1/Day (gain a +2 bonus to hit and damage for a number of rounds equal to level)

Domain spells:

1st: Shocking Grasp, Doom

2nd: Death Armor, Gedlee's Electric Loop

3rd: Storm Shell, Lightning Bolt

4th: Protection From Electricity, Static Charge

5th: Slay Living, Ball Lightning

6th: Whirlwind, Chain Lightning

7th: Tremor, Destruction

8th: Fire Storm, Acid Storm

9th: Wail of the Banshee, Horrid Wilting

 

Electrical resistance: +X% (Not sure about conversion)

 

Innate ability: Destructive blow as description

 

Domain spells remain (Thats really evil at 9th level)

 

Watcher of Helm

 

Lawful Good, Lawful Neutral, True Neutral, Lawful Evil

 

Helm's Shield 1/day (grants a +2 bonus to saves for a number of rounds equal to level).

Helm's Watch 1/day (grants a +2 armor bonus as well as a +2 armor bonus vs missiles for a number of rounds equal to level).

Domain Spells:

1st: Protection From Evil, Armor of Faith

2nd: Spell Shield, Hold Person

3rd: Exaltation, Glyph of Warding

4th: Death Ward, Defensive Harmony

5th: Greater Command, Dismissal

6th: Circle of Blades, Globe of Invulnerability

7th: Spiritual Wrath, Impervious Sanctity of Mind

8th: Iron Body, Seven Eyes

9th: Aegis, Banishment

 

Innate abilities as description.

 

Domain spells remain.

 

 

 

 

Ok I'm done...

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Could the devine spells be handled in the same way as the arcane as way of balancing kits? For example a god of death would be more inclined to grant necromancy like spells than healing spells I would think. Just an idea which may or not be worthy.

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The trouble with the IWD2 kits as they are is that many of the domain spells (which you say will stay the same) are IWD-only spells, and it might not be easy to port those from one game to another (if you can do it, please, port the druidic spells too, those in BG2 as it is are mostly crap). And there's still no real penalties (unless you see implementing domain spheres as one) -> even though Demarchs are not allowed to wear better that studded leather by Mask, they're basking in full plate!

 

PS. A SP of Iyachtu Xvim is called Authlim, not Dreadmaster. :)

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Demarch of Mask--let's convert the +1 to Hide, Stealth, and Pick Pockets to Invisibility 1/day and then replace with Improved Invisibility at level 10 or something.

 

Dreadmaster of Iyachtu Xvim--I interpret +1 to Bluff, Diplomacy, and Intimidate as something closer to a (dire) charm or domination effect. I think it would be a bit more useful than a +1 to attributes for a few rounds. In terms of the the save bonuses, how about something more generic such as a +1/2 bonus to death saves.

 

Morninglord of Lathander--just from the reading over on the IWD2 site, it appears that all non-evil clerics can get the improved turning, just that Morninglords get it for free. Let's try replacing this with an alternative anti-undead innate ability. Perhaps adapt a Bolt of Glory or Flame Strike that affects undead only?

 

Silverstar of Selune--Let's go with Moonshield as +1%/level MR.

 

Sormlord of Talos--same deal, let's go with +1%/level of electrical resistance, though in this case it's simply an inherent ability.

 

Otherwise it looks good.

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