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[Kit Pack] Deities of Faerûn (BGEE, BG2EE, IWDEE and EET)

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Link to Download (version 1.9.7.5.1)

Hi,

Deities of Faerûn is a bold project that aims to bring all the (active) deities from Faerûn to IE as close to PnP as possible.. So far it has the following components:

1) Basic Changes

Those are some under-the-hood changes that need to be made so the mod works properly. The biggest thing here is that DoF allows the cleric to wear all sorts of weapons as those are restricted later kit by kit. This was the way I found to go around a restriction with the weapon proficiency selection screen - suggestions for improvements are always welcome. To see exactly what this component does click here to see the respective .tpa file. 

2) Use Kit's Colors

DoF gives to every kit the cloths/armor/metal color displayed or listed in an official source book (Faiths & Avatars, Demihuman Deiteis and Monster Mythology). To highlight this detail a bit, this component makes every non-magical armor, helmet and shield display the character's color instead of enforcing its own.

3) Sphere System

DoF is shipped with its own sphere system (built by Kjeron and maintained by me). There is a total of 25 spheres: All, Healing, Necromantic, Suffering, Animal, Vermin, Plant, Protection, Sun, Moon, Darkness, Thought, Combat, Creation, Summoning, Air, Water, Earth, Fire, Divination, Travelers, Weave, Trickery, Time and Vocal.

Please, check the Readme's section f1 to see more details of each sphere.

This component also adds spells from IWDEE (if installed in BG(2)EE obviously) and introduce many fixes and changes. All the changes intends to bring the spells as close as possible to its PnP behavior and many of them will make the game harder.

DoF will, in the future, add some new spells to be used by the sphere system - so far all the new spells introduced are exclusive to one (or a few) kit(s). I have no plans to add HLAs, though, as I think those should never exist in the first place.

Also, some kits that are not from DoF may benefit from a custom selection of spheres. Those were chosen with their respective authors. To see more details refer to section f3 of the Readme.

4) Kits

The kits per se. At the moment there are 52 kits: Arvoreen, Auril, Azuth, Baervan, Bane, Baravar, Beshaba, Bhaal, Clangeddin, Cyric, Corellon, Deneir, Eldath, Garl, Garagos, Gruumsh, Haela, Helm (revised), Hoar, Ibrandul, Ilmater, Jergal, Kelemvor, Lathander (revised), Leira, Lolth, Loviatar, Malar, Mask, Mystra, Myrkul, Oghma, Red Knight, Savras, Selûne, Shaundakul, Shar, Shiallia, Solonor, Sune, Talona, Talos (revised), Tempus (revised), Torm, Tymora, Tyr (revised), Ulutiu, Umberlee, Urdlen, Valkur, Velsharoon, and Yondalla.

Many of those kits may be used with multiclasses. Check the next posts for more details.

5) Kits for NPCs

Every single NPC-priest from the game (including some added by mods) receives one of those kits. Some adjustments were made in terms of stats and alignment so they could fit the kit's requisites.

It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those powers were there to simulate the kits abilities - what now those NPCs actually have!

PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell.

The current mod NPCs supported by DoF are:

* Branwen for BG2 (Battleguard of Tempus)

* Dave (Stormcaller of Tempus)

* Drake (Holy Justice of Tyr)

* Dusky (Silentwalker of Mask)

* Finch* (Glyphscriber of Deneir)

* Gavin (Dawnbringer of Lathander)

* Helarine (Doomguide of Kelemvor)

* Helga (Luckmaiden of Haela)

* Jetlaya (Dawnbringer of Lathander)

* Korin (Hawkeye of Solonor)

* Nephele (Horn Guard of Solonor)

* Quayle for BG2 (Hoodwinker of Baravar)

* Shar-Teel for SoD (Bloodreaver of Garagos)

* Tenya (Waveservant of Umberlee)

* Tiax for BG2 (Strifeleader of Cyric)

* Turald (Trailblazer of Marthammor)

* Yeslick for BG2 (Alaghar of Clangeddin)

* Yvette (Heartwarder of Sune)

Quote

Finch's original thread can be found here. I've linked Beamdog's thread because I don't know if the original mod works with the Enhanced Edition.

Do you have an NPC mod of a Cleric and want to crossmod? Get in touch! :)

6) Stronghold Altering

This component changes which stronghold each kit may obtain. Some kits will have the option to choose between two or more options. Check the Readme's section d for a complete list.

---

Installation Order

DoF should be installed after mods that introduce items to the game and that introduces spells to the game (as IWDification, B_Spells, and Raduziel's Universal Wizard Spells).

DoF should be installed after mods that introduce NPCs - especially those that receive a kit from DoF (see the list below).

DoF should be installed before mods that introduce Kits that will use the Sphere System.

DoF should be installed after EET, except for EET_End that should always come last accordingly to K4thos and EET's Readme.

DoF should be installed before Improved Shamanic Dance.

DoF should be installed before Tome and Blood.

This mod is fully compatible with Kjeron 's Dual-Into-Kits and I strongly recommend that you use it as many kits on DoF have a nice synergy with dual-classing!

DoF is not compatible with Faiths and Powers.

DoF is not compatible with Spells Revision.

Please, check the Readme for more details about installation order!

Known Issues

* A multiclass R/C or F/C of one deity that gives d10 as HD will have 2 extra HP when created in ToB. I have no idea why.

* The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong.

* Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling him up. You won't have this issue if you use the aforementioned Dual-Into-Kits mod.

---

Info about all my mods (bug fixing, new releases) may be also found on my Twitter.

Edited by Raduziel

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Here are the kits per se. What you'll see in each kit's description is a brief explanation of its special abilities. Bear in mind that not every kit is available for all IE games, as DoF respects FR's lore - what means that a deity is only available if it exists during the time the game takes place.

Other than that, DoF's focus is in PnP fidelity, what may lead to some poorly balanced kits (too strong or too weak). In a paradoxal way some deity's kits had to be altered to better fit IE's restriction (especially those related to Air and Water). The orcish pantheon is a challenge as there are very little official material about it (just Monster Mythology and this book don't give the pantheon a proper title and also neglects the special priests in the same way).

Enjoy.

Icevassal of Auril

Spoiler

Armor: All up to and including splint mail.
Weapon: Bludgeoning and axe only.
Major: All, Necromantic, Suffering, Thought, Air, Water.
Minor: Healing, Animal, Combat, Summoning.
Requirements: Con 13, Wis 12.
Stronghold: Talos.
Alignment: NE.
Race: Human, Half-Elf, Half-Orc, Dwarf.
Multiclass: Cleric/Mage.
Turn/Command Undead: No.

Features:

- Gains immunity to normal cold and 50% resistance to magical cold.
- May use the Frost Dagger special ability once per day, starting at level 1.
- May use the Frost Whip special ability once per day, starting at level 3.
- May use the Frost Sword special ability once per day, starting at level 5.
- May cast Ice Storm once per day as a special ability, starting at level 8.
- May cast Cone of Cold once per day as a special ability, starting at level 10.
- May use the Conjure Ice Paraelemental special ability once per day, starting at level 12.

FROST DAGGER

The Icevassal throws a dagger made of pure ice into a target. The dagger deals damage and may freeze its target for a brief moment.

FROST WHIP

The Icevassal hits the target for some damage slipping it away from .

FROST SWORD

The Icevassal creates a sharp blade made of pure ice.

CONJURE ICE PARAELEMENTAL

This spell conjures an Ice Paraelemental for 1 turn/level.

Magistrati of Azuth

Spoiler

Armor: None.
Weapon: Bludgeoning only.
Major: All, Healing, Necromantic, Protection, Thought, Divination, Weave.
Minor: Moon, Creation, Travelers, Time.
Requirements: Int 13, Wis 14.
Stronghold: Wizard.
Alignment: LN.
Race: Human, Half-Elf, Elf, Gnome.
Multiclass: Cleric/Mage.
Turn/Command Undead: No.

Features:

- Gains a bonus of +2 bonus to spellcasting time.
- May cast some arcane spells as divine spells as they were one circle higher, starting at level 3.
- May cast Magic Missile once per day as a special ability, starting at level 7.
- May cast Fireball once per day as a special ability, starting at level 9.

LIST OF KNOWN ARCANE SPELLS:

Level 3: Armor (second circle)

Level 5: Agannazar's Scorcher (third circle)

Level 7: Melf's Minute Meteors (fourth circle)

Level 9: Otiluke's Resilient Sphere (fifth circle)

Level 11: Spell Shield (sixth circle)

Level 14: Protection From Magic Energy (seventh circle)

Dreadruler of Bane

Spoiler

Armor: Any.
Weapon: All non-missile bludgeoning and spears.
Major: All, Necromantic, Suffering, Thought, Combat, Summoning.
Minor: Healing, Darkness, Divination, Vocal.
Requirements: Str 12, Wis 10.
Stronghold: Talos, Fighter.
Alignment: LE.
Race: Any.
Multiclass: Fighter/Cleric.
Turn/Command Undead: No.

Features:

- Immune to fear.
- May cast Cloak of Fear once per day as a special ability, starting at level 5.
- May cast Mental Domination once per day as a special ability, starting at level 7.
- May use the Mystic Lash special ability once per day, starting at level 10.

MYSTIC LASH

The Dreadruler creates a whip that delivers electrical damage and may stun, paralyze, hurl or cut the target.

Black Finger of Beshaba

Spoiler

Armor: Any.
Weapon: Bludgeoning only.
Major: All, Suffering, Darkness, Thought, Divination, Trickery.
Minor: Healing, Necromantic, Summoning, Travelers.
Requirements: Wis 10.
Stronghold: Talos
Alignment: CE.
Race: Human, Half-Elf, Halfling, Gnome, Half-Orc.
Multiclass: Fighter/Cleric, Cleric/Thief, Cleric/Mage.
Turn/Command Undead: Yes.

Features:

- May use the Bad Luck special ability once per day, starting at level 1.
- May use the Doom special ability once per day, starting at level 3.
- May use the Bane of Beshaba special ability once per day, starting at level 5.
- May cast Lower Resistance once per day as a special ability, starting at level 7.
- May use the Misfortune special ability once per day, starting at level 10.
- May use the Beshaba's Mercy special ability once per day, starting at level 15.
- May cast Black Blade of Disaster once per day as a special ability, starting at level 20.

BAD LUCK

The reverse form of the wizard spell Luck.

BANE OF BESHABA

The Black Finger calls for Beshaba's aid to decrease the Saving Throws of a creature.

MISFORTUNE

The Black Finger pleads for Beshaba's curse upon an enemy, decreasing its chances of success on Saving Throws as well as in hit and damage rolls.

BESHABA'S MERCY

The Black Finger supplicates for the clemency of Beshaba to PRO_HIMHERself, receiving significant bonuses to several actions.

Deathstalker of Bhaal

Spoiler

Armor: All up to and including split mail. No shields allowed.
Weapon: Bludgeoning and piercing only.
Major: All, Necromantic, Suffering, Combat, Summoning, Divination.
Minor: Healing, Darkness, Thought, Creation.
Requirements: Con 12, Wis 14.
Stronghold: -
Alignment: LE.
Race: Any.
Multiclass: Cleric/Thief.
Turn/Command Undead: Yes.

Features:

- May use the Bone Dagger special ability once per day, starting at level 2.
- May cast Finger of Death once per day as a special ability, starting at level 7.
- May use the Plane Skipping special ability once per day, starting at level 10.
- May cast Aerial Servant once per day as a special ability, starting at level 11.

BONE DAGGER

The Deathstalker creates a dagger that has a slim chance of slaying any creature it strikes.

PLANE SKIPPING

The Deathstalker steps into Gehenna and moves freely while others appear to be frozen in time. There's a slim chance that a Pit Fiend will follow the caster.

Strifeleader of Cyric

Spoiler

Armor: Any.
Weapon: Bludgeoning and longswords.
Major: All, Necromantic, Darkness, Thought, Summoning, Trickery.
Minor: Suffering, Combat, Creation, Divination.
Requirements: Str 13, Wis 13.
Stronghold: Talos, Thief.
Alignment: NE, CE.
Race: Any.
Multiclass: Cleric/Thief.
Turn/Command Undead: Yes.

Features:

- Gains +1 Saving Throw bonus against spells using Illusion/Phantasm magic.
- Immune to any spell that alters the emotions (including charm and fear).
- May use the Dark Aura special ability once per day, starting at level 7.
- May use the Phantasmal Killer special ability once per day, starting at level 10.
- May use the Instill Madness special ability once per day, starting at level 15.

DARK AURA

The Strifeleader creates an aura that helps evil-aligned and undermines good-aligned creatures. Neutral aligned creatures are not affected.

PHANTASMAL KILLER

The Strifleader creates an illusion that reflects the target's worst fear, scaring, injuring or even killing it.

INSTILL MADNESS

As the wizard spell Feeblemind, except that it has a touch range.

Glyphscriber of Deneir

Spoiler

Armor: All up to and including splint mail. No shield allowed.
Weapon: Single-handed bludgeoning only.
Major: All, Healing, Protection, Thought, Travelers, Divination, Vocal.
Minor: Necromantic, Creation, Weave, Time.
Requirements: Int 15, Wis 15.
Stronghold: Lathander, Wizard.
Alignment: NG.
Race: Any, except Half-Orc.
Multiclass: Cleric/Mage.
Turn/Command Undead: Yes.

Features:

- Immune to the effect of cursed scrolls, glyphs and symbols.
- May use the Glyph of Revealing special ability once per day, starting at level 3.
- May cast Glyph of Warding once per day as a special ability, starting at level 5.
- May cast Dispel Magic once per day as a special ability, starting at level 7.
- May cast Symbol once per day as a special ability, starting at level 15.

GLYPH OF REVEALING

The Glyphscriber creates a glyph that may reveal hidden creatures that pass by it.

Pacifist of Eldath

Spoiler

Armor: All up to and including studded leather. No large shield allowed.
Weapon: Club, sling, quarterstaff.
Major: All, Water, Protection, Healing, Thought, Vocal.
Minor: Sun, Moon, Plant, Creation.
Requirements: Wis 14, Cha 13.
Stronghold: Lathander, Druid.
Alignment: TN, NG.
Race: Human, Elf, Half-Elf, Halfling.
Multiclass: Ranger/Cleric.
Turn/Command Undead: Yes.

Features:

- May cast Remove Fear once per day as a special ability, starting at level 1.
- May cast Sleep once per day as a special ability, starting at level 3. Gains an additional use every three levels.
- May cast Silence, 15' Radius once per day as a special ability, starting at level 5. Gains an additional use every three levels.
- May cast Sanctuary once per day as a special ability, starting at level 7. Gains an additional use every three levels.

Watcher of Helm

Spoiler

Armor: Plate mail and full plate mail only.
Weapon: Bludgeoning only.
Major: All, Healing, Protection, Combat, Creation, Divination.
Minor: Thought, Travelers, Vocal.
Requirements: Str 14, Wis 13.
Stronghold: Helm.
Alignment: LN.
Race: Any.
Multiclass: Fighter/Cleric.
Turn/Command Undead: Yes.

Features:

- Receives Attacks Per Round as if they were warriors.
- Gains -2 bonus to Speed Factor.
- May cast Glyph of Warding once per day as a special ability, starting at level 1.
- May use the special ability Wyvern Watch once per day, starting at level 3.
- May use the special ability Mace of Odo once per day, starting at level 5.
- May use the special ability Seeking Sword once per day, starting at level 7.

MACE OF ODO

Through this spell, the Watcher creates a mace that deals 3d6 damage per hit (4d6 versus undead) for 3 rounds.

WYVERN WATCH

This spell protects an area from enemies. Anyone not invited by the Watcher must make a Saving Throw vs. Spells or become paralyzed.

SEEKING SWORD

The Watcher creates a magical sword that acts accordingly to the Helmite orders.

Darkwalker of Ibrandul

Spoiler

Armor: All up to and including splint mail. No shield allowed.
Weapon: Any.
Major: All, Travelers, Earth, Protection, Vermin, Darkness.
Minor: Healing, Suffering, Summoning, Trickery.
Requirements: Con 10, Wis 11.
Stronghold: -
Alignment: CN.
Race: Human, Half-Elf, Dwarf, Gnome.
Multiclass: Cleric/Thief.
Turn/Command Undead: No.

Features:

- Gains Infravision.
- May cast Darkness once per day as a special ability, starting at level 1. Gains another use at level 3.
- Gains a base armor class of 5 and loses 3 points of Charisma at level 5.
- May cast Stoneskin once per day as a special ability, starting at level 5
- May cast Spike Stones once per day as a special ability, starting at level 7.

Painbearer of Ilmater

Spoiler

Armor: None.
Weapon: Bludgeoning only.
Major: All, Healing, Protection, Combat, Creation, Travelers.
Minor: Plant, Sun, Thought, Divination.
Requirements: Con 14, Wis 12.
Stronghold: Lathander.
Alignment: LG.
Race: Any.
Multiclass: Fighter/Cleric, Cleric/Mage.
Turn/Command Undead: No.

Features:

- Gains a bonus of +2 on Constitution and +4 to PRO_HISHER Saving Throws vs. Paralyzation/Poison/Death.
- May cast Remove Fear as a special ability once per day, starting at level 1 and gaining one additional use every level.
- May cast Draw Upon Holy Might as a special ability once per day, starting at level 3.
- May use the Endurance of Ilmater special ability once per day, starting at level 7.
- May use the Martyrdom of Ilmater special ability once per day, starting at level 12.

MARTYRDOM OF ILMATER

While this spell is in effect, the Painbearer is immune to physical damage, but can't move, cast spells or attack.

ENDURANCE OF ILMATER

This special ability doubles the target's Hit Points, grants it immunity to disease and a +2 bonus to every Saving Throw. All the effects last for 3 turns.

Doomguide of Kelemvor

Spoiler

Armor: All up to and including splint mail. No shield allowed.
Weapon: Bludgeoning and piercing only.
Major: All, Healing, Necromantic, Sun, Moon, Combat.
Minor: Protection, Creation, Divination, Vocal.
Requirements: Con 12, Wis 14.
Stronghold: Helm.
Alignment: LN.
Race: Any.
Multiclass: Fighter/Cleric.
Turn/Command Undead: Yes (see below).

Features:

- Turns Undead as a priest two levels higher.
- Gains +1 Saving Throws vs. Paralyzation/Poison/Death.
- Gains +2 bonus to AC, Thac0, and damage vs. undead.
- May use the Chilling Scythe special ability once per day, starting at level 5.
- Gains permanently the benefits of Negative Plane Protection at level 7.
- May use the Summon Minor Death special ability once per day, starting at level 10.

CHILLING SCYTHE

Through this spell, the Doomguide creates a magical scythe especially effective against the undead.

SUMMON MINOR DEATH

This spell summons a powerful skeleton that stays at the Doomguide's service for 1 turn/level.

Dawnbringer of Lathander

Spoiler

Armor: Any.
Weapon: Bludgeoning only.
Major: All, Healing, Protection, Sun, Creation, Fire.
Minor: Thought, Combat, Divination, Travelers.
Requirements: Wis 14, Cha 12.
Stronghold: Lathander.
Alignment: NG.
Race: Any.
Multiclass: Fighter/Cleric, Cleric/Mage.
Turn/Command Undead: Yes (see below).

Features:

- Turns Undead as a priest two levels higher.
- May use the special ability Faerie Fire once per day, starting at level 3.
- May use the special ability Sunrise once per day, starting at level 5.
- May use the special ability Boon of Lathander once per day, starting at level 7.
- May cast False Dawn as a special ability once per day, starting at level 9.

BOON OF LATHANDER

The Dawnbringer receives a +1 bonus to PRO_HISHER attack and damage rolls and an extra attack.

FAERIE FIRE

The Dawnbringer makes PRO_HISHER enemy glow, giving it a -2 penalty to Armor Class and dispelling invisibility.

SUNRISE

The Dawnbringer creates a light that blinds, damages and destroys (shadows and vampires only) an undead creature.

Mistcaller of Leira

Spoiler

Armor: None.
Weapon: Bludgeoning only.
Major: All, Protection, Moon, Thought, Air, Travelers, Trickery.
Minor: Healing, Darkness, Weave, Time.
Requirements: Wis 14, Cha 12.
Stronghold: -
Alignment: CN, CE
Race: Any.
Multiclass: Cleric/Mage, Cleric/Thief.
Turn/Command Undead: Yes.

Features:

- Gains +2 Saving Throw bonus against spells using Illusion/Phantasm magic.
- May cast Mirror Image once per day as a special ability, starting at level 3.
- May cast Blur once per day as a special ability, starting at level 5.
- May cast Shadow Monsters once per day as a special ability, starting at level 7.
- May cast Demi-Shadow Monsters once per day as a special ability, starting at level 10.
- May cast Mislead once per day as a special ability, starting at level 13.
- May cast Project Image three times per day as a special ability, starting at level 20.

Pain of Loviatar

Spoiler

Armor: All up to and including splint mail.
Weapon: Bludgeoning only.
Major: All, Suffering, Darkness, Combat, Summoning, Vocal.
Minor: Healing, Necromantic, Protection, Fire.
Requirements: Con 15, Wis 15.
Stronghold: Talos.
Alignment: LE.
Race: Any.
Multiclass: Fighter/Cleric, Cleric/Mage.
Turn/Command Undead: No.

Features:

- May use the Touch of Loviatar special ability once per day, starting at level 1. Gains an additional use every three levels.
- May use the Whip of Flame special ability once per day, starting at level 3.
- May use the Whip of Pain special ability once per day, starting at level 5.
- May use the Touch of Torment special ability once per day, starting at level 7.
- May cast Symbol, Pain once per day as a special ability, starting at level 15.
- May use the Ensnarement special ability once per day, starting at level 20.

TOUCH OF LOVIATAR

The Pain inflicts a great pain on PRO_HISHER target.

WHIP OF FLAME

A whip made of fire strikes one creature and may let it on fire.

WHIP OF PAIN

The Pain materializes a whip that puts the target on pain upon touch.

TOUCH OF TORMENT

The target gets damage and is afflicted by an incapacitating pain.

ENSNAREMENT

The Pain summons an Erinyes to serve PRO_HIMHER.

Talon of Malar

Spoiler

Armor: All up to and including studded leather armor.
Weapon: Non-missile bludgeoning and dagger only.
Major: All, Animal, Vermin, Combat, Earth, Travelers.
Minor: Healing, Plant, Darkness.
Requirements: Str 13, Wis 12.
Stronghold: Talos, Druid.
Alignment: CE.
Race: Human, Half-Orc.
Multiclass: Ranger/Cleric.
Turn/Command Undead: No.

Features:

- May use the weapon Claws of Malar.
- Receives Attacks Per Round as if they were warriors.
- May cast Beast Claw once per day as a special ability, starting at level 3.
- Becomes immune to Charm effects, starting at level 7.
- May cast Animal Rage once per day as a special ability, starting at level 10.

CLAWS OF MALAR

These claws are given by the Church of Malar to its elected Talons. They consist of metal weapons gripped in the fists that resemble brass knuckles studded with rows of sharp, jagged edges along the top like lion's claws. The claws must be used as a pair to be effective in combat. Despise being uncomfortable, it is possible to wear a glove under the claws.

STATISTICS:

Equipped Abilities:
- Critical Hit Chance: +5%

Combat abilities:
– 1 extra attack per round
– Target suffers 3 points of additional bleeding damage per round for 2 rounds on a critical hit

Thac0: +1
Damage: 1d6+1 (slashing)
Speed Factor: 2
Proficiency Type: Talon of Malar
Type: Two-handed
Requires:
12 Strength

Weight: 5

Silentwalker of Mask

Spoiler

Armor: All up to and including studded leather armor. No shield allowed.
Weapon: Bludgeoning, dagger, and crossbow.
Major: All, Darkness, Thought, Divination, Travelers, Trickery.
Minor: Healing, Protection, Combat, Creation.
Requirements: Dex 14, Wis 14.
Stronghold: Talos, Thief.
Alignment: NE.
Race: Any.
Multiclass: Cleric/Thief.
Turn/Command Undead: No.

Features:

- May cast Darkness once per day as a special ability, starting at level 1.
- May use the Shadowcloak special ability once per day, starting at level 2.
- May cast Shadow Door once per day as a special ability, starting at level 3.
- May cast Shadow Monsters once per day as a special ability, starting at level 5.
- May cast Demi-shadow Monsters once per day as a special ability, starting at level 7.
- May cast Summon Shadow once per day as a special ability, starting at level 9.
- May cast Shades once per day as a special ability, starting at level 13.
- May cast Invisible Stalker once per day as a special ability, starting at level 15.

SHADOWCLOAK

The Silentwalker surrounds itself with dense shadows, completely silencing PRO_HISHER sounds and being protected against physical attacks.

Gray One of Myrkul

Spoiler

Armor: Any.
Weapon: Bludgeoning and scimitars.
Major: All, Necromantic, Suffering, Vermin, Protection, Darkness.
Minor: Healing, Combat, Creation, Divination.
Requirements: Str 14, Int 14, Wis 14.
Stronghold: -
Alignment: NE.
Race: Human.
Multiclass: Cleric/Mage.
Turn/Command Undead: Yes (see below).

Features:

- Commands Undead as a priest two levels higher.
- Gains +1 Saving Throws vs. Paralyzation/Poison/Death.
- May cast Animate Dead once per day as a special ability, starting at level 5.
- May cast Dolorous Decay once per day as a special ability, starting at level 9.
- May use the Summon Minor Death special ability once per day, starting at level 10.
- May use the Hand of Myrkul special ability once per day, starting at level 15.

SUMMON MINOR DEATH

This spell summons a powerful skeleton that stays at the Gray One's service for 1 turn/level.

HAND OF MYRKUL

As the wizard spell Disintegrate, except that it has a touch range and a casting time of 1.

Dweomerkeeper of Mystra

Spoiler

Armor: Any.
Weapon: Bludgeoning only.
Major: All, Necromantic, Protection, Thought, Divination, Weave, Time.
Minor: Healing, Moon, Combat, Creation.
Requirements: Int 14, Wis 12.
Stronghold: Wizard.
Alignment: LN, NG, CN.
Race: Human, Half-Elf, Elf, Gnome.
Multiclass: Cleric/Mage.
Turn/Command Undead: Yes.

Features:

- Immune to wild, dead and miscast magic.
- Gains a bonus of +2 bonus to PRO_HISHER Saving Throws vs. Spells.
- May cast Dispel Magic as a special ability once per day, starting at level 5.
- Gains a bonus of +2 bonus to spellcasting time, starting at level 7.
- Gains immunity to Remove Magic, Secret Word and Breach starting at level 15.

Lorekeeper of Oghma

Spoiler

Armor: All up to and including splint mail. No shield allowed.
Weapon: Bludgeoning only.
Major: All, Healing, Protection, Thought, Creation, Divination, Time.
Minor: Sun, Combat, Travelers, Weave.
Requirements: Int 12, Wis 14.
Stronghold: Bard, Wizard
Alignment: TN.
Race: Any, except Half-Orc.
Multiclass: Cleric/Mage.
Turn/Command Undead: Yes.

Features:

- May cast Friends as a special ability once per day, starting at level 5.
- May use the Legend Lore special ability once per day, starting at level 10.
- Gains permanently the benefits of Free Action at level 12.

LEGEND LORE

The Lorekeeper boosts PRO_HISHER Lore, learning how to use any item, unequip cursed items, neutralize poisons and cure diseases.

Silverstar of Selûne

Spoiler

Armor: Any.
Weapon: Bludgeoning only.
Major: All, Healing, Protection, Moon, Thought, Combat, Divination.
Minor: Sun, Creation, Air, Weave.
Requirements: Con 12, Wis 14.
Stronghold: Lathander.
Alignment: CG.
Race: Any.
Multiclass: Fighter/Cleric, Cleric/Mage.
Turn/Command Undead: Yes.

Features:

- Gains Infravision.
- Immune to all Blindness effects and spells.
- May use the Moonbeam special ability once per day, starting at level 3.
- May cast Moonblade once per day as a special ability, starting at level 5.
- May cast True Seeing once per day as a special ability, starting at level 10.
- May use the Shooting Star special ability once per day, starting at level 15.

MOONBEAM

The Silverstar call a beam of light that blinds the target and forbids it from becoming invisible.

SHOOTING STAR

The Silverstar throws a shooting star upon an area, causing massive damage to all creatures within.

Nightcloak of Shar

Spoiler

Armor: All up to and including splint mail.
Weapon: Bludgeoning only.
Major: All, Necromantic, Darkness, Thought, Summoning, Weave, Trickery.
Minor: Healing, Suffering, Moon, Creation.
Requirements: Str 14, Wis 12.
Stronghold: Talos.
Alignment: NE.
Race: Any.
Multiclass: Cleric/Mage, Cleric/Thief.
Turn/Command Undead: Yes.

Features:

- Gains +1 bonus to hit, damage and on Saving Throws during the night.
- May cast Darkness once per day as a special ability, starting at level 1. Gain an additional use every two levels.
- May cast Blindness once per day as a special ability, starting at level 3.
- May use the Nightmare special ability on per day, starting at level 9.
- May cast Shadow Door once per day as a special ability, starting at level 13.
- May use the Eyebite special ability once per day, starting at level 13.

EYEBITE

The Nightcloak gazes a target and delivers one of the following effects: Charm, Fear, Sickness, Sleep.

NIGHTMARE

Target is put to sleep and suffers 1d10 points of magic damage unless a Saving Throw vs. Spells is successfully made.

Windwalker of Shaundakul

Spoiler

Armor: All up to and including splint mail. No large shields are allowed.
Weapon: Any.
Major: All, Air, Combat, Travelers, Healing, Protection.
Minor: Divination, Vocal, Plant.
Requirements: Str 13, Con 11, Wis 14.
Stronghold: Ranger.
Alignment: CG, CN.
Race: Human, Half-Elf.
Multiclass: Ranger/Cleric.
Turn/Command Undead: No.

Features:

- Receives Attacks Per Round as if they were warriors.
- May cast Invisibility once per day as a special ability, starting at level 2.
- May cast Protection From Normal Missiles once per day as a special ability, starting at level 3.
- May cast Wraithform once per day as a special ability, starting at level 5.
- May cast Aerial Servant once per day as a special ability, starting at level 12.

Heartwarder of Sune

Spoiler

Armor: Any.
Weapon: Bludgeoning, shortbow, and darts.
Major: All, Healing, Protection, Sun, Thought, Fire.
Minor: Combat, Creation, Divination, Vocal.
Requirements: Wis 12, Cha 16.
Stronghold: Lathander, Bard.
Alignment: CG.
Race: Human, Half-Elf, Elf.
Multiclass: Fighter/Cleric, Cleric/Thief.
Turn/Command Undead: Yes.

Features:

- May cast Dire Charm once per day as a special ability, starting at level 1.
- May use the Rapture special ability once per day, starting at level 5.
- May cast Flame Strike once per day as a special ability, starting at level 7.
- May cast Emotion once per day as a special ability, starting at level 9.
- Gains a permanent +1 to their Charisma at level 9.

RAPTURE

The Heartwarder either charms an ally, curing it of fear, disease and charm effects or awes an enemy, stunning it.

Malagent of Talona

Spoiler

Armor: Any.
Weapon: Bludgeoning only.
Major: All, Necromantic, Suffering, Vermin, Darkness, Summoning.
Minor: Healing, Thought, Divination, Trickery.
Requirements: Con 14, Wis 14.
Stronghold: Talos.
Alignment: CE.
Race: Any
Multiclass: Cleric/Mage, Cleric/Thief.
Turn/Command Undead: No.

Features:

- Immune to disease.
- Gains a bonus of +4 bonus to Saving Throws vs. Poison.
- May use the Poison Weapon special ability once per day, starting at level 5.
- May use the Poison Touch special ability once per day, starting at level 7.
- May cast Contagion once per day as a special ability, starting at level 10.
- May cast Poison once per day as a special ability, starting at level 10.
- May cast Cloud of Pestilence once per day as a special ability, starting at level 15.

POISON TOUCH

The Malagent delivers a maleficent poison that gets worse every round.

Stormcaller of Talos

Spoiler

Armor: Any.
Weapon: Bludgeoning and spears.
Major: All, Suffering, Combat, Summoning, Air, Water.
Minor: Healing, Protection, Darkness, Fire.
Requirements: Str 13, Wis 14.
Stronghold: Talos.
Alignment: CE.
Race: Any
Multiclass: Fighter/Cleric, Cleric/Mage.
Turn/Command Undead: Yes.

Features:

- Gains immunity to all forms of lightning and electrical damage.
- May cast Shocking Grasp once per day as a special ability, starting at level 1.
- May cast Call Lightning once per day as a special ability, starting at level 3.
- May cast Lightning Bolt once per day as a special ability, starting at level 7 and gaining another use every three levels.
- May cast Earthquake once per day as a special ability, starting at level 15.

Battleguard of Tempus

Spoiler

Armor: Any.
Weapon: Any, except missiles.
Major: All, Protection, Combat, Creation, Travelers, Vocal.
Minor: Healing, Suffering, Divination.
Requirements: Str 14, Wis 12.
Stronghold: Fighter.
Alignment: CG, CN, CE.
Race: Human, Half-Elf, Dwarf, Half-Orc.
Multiclass: Fighter/Cleric.
Turn/Command Undead: No.

Features:

- Receives Attacks Per Round as if they were warriors.
- May specialize in any melee weapon.
- May Enrage as a Berserker once per day.
- May cast Prayer once per day as a special ability, starting at level 5.
- May use the Heroes' Feast special ability once per day, starting at level 10.
- Hit Dice: d10.

HEROES' FEAST

The priest creates a banquet that heals a small amount of damage, cures poison and diseases, prevents fear and blesses whoever eats it.

Holy Champion of Torm

Spoiler

Armor: Any.
Weapon: Bludgeoning only.
Major: All, Protection, Combat, Creation, Travelers, Vocal.
Minor: Healing, Sun, Thought.
Requirements: Con 12, Wis 15.
Stronghold: Helm, Paladin.
Alignment: LG.
Race: Human, Half-Elf, Half-Orc, Dwarf.
Multiclass: Fighter/Cleric.
Turn/Command Undead: Yes.

Features:

- Receives Attacks Per Round as if they were warriors.
- May cast Command as a special ability once per day, starting at level 1.
- May cast Greater Command as a special ability once per day, starting at level 5.
- May cast Bolt of Glory as a special ability once per day, starting at level 12.
- May cast Power Word, Stun as a special ability once per day, starting at level 15.
- May cast Holy Word as a special ability once per day, starting at level 20.
- Hit Dice: d10.

Luckbringer of Tymora

Spoiler

Armor: Any.
Weapon: Bludgeoning only.
Major: All, Healing, Protection, Thought, Divination, Trickery.
Minor: Sun, Moon, Creation, Travelers.
Requirements: Dex 14, Wis 15.
Stronghold: Lathander.
Alignment: CG.
Race: Human, Half-Elf, Halfling.
Multiclass: Cleric/Thief.
Turn/Command Undead: Yes.

Features:

- May cast Luck once per day as a special ability, starting at level 1.
- May use the Moment special ability once per day, starting at level 3.
- May use the Favor of Tymora special ability once per day, starting at level 5.
- May cast Lower Resistance once per day as a special ability, starting at level 7.
- May use the Luckbolt special ability once per day, starting at level 10.
- May use the Tymora's Blessing special ability once per day, starting at level 15.

MOMENT

The Luckbringer twists the odds of an action in PRO_HISHER favor, increasing PRO_HISHER chances of success.

FAVOR OF TYMORA

The Luckbringer calls for Tymora's aid to increase the chances of a creature or PRO_HIMHERself success on Saving Throws.

LUCKBOLT

The Luckbringer blesses a creature or PRO_HIMHERself with an outbreak of luck which gradually fades within 4 rounds.

TYMORA'S BLESSING

The Luckbringer pleads for the goodwill of Tymora to PRO_HIMHERself, receiving significant bonuses to several actions.

Holy Justice of Tyr

Spoiler

Armor: Any.
Weapon: Bludgeoning, bastard sword, and longsword.
Major: All, Healing, Protection, Combat, Divination, Vocal.
Minor: Sun, Thought, Creation.
Requirements: Str 9, Wis 9.
Stronghold: Helm, Paladin.
Alignment: LG.
Race: Any.
Multiclass: Fighter/Cleric.
Turn/Command Undead: Yes.

Features:

- Receives Attacks Per Round as if they were warriors.
- May cast Hold Person as a special ability once per day, starting at level 1.
- May cast Strength of One as a special ability once per day, starting at level 3.
- May cast Holy Word as a special ability once per day, starting at level 10.
- May cast Detect Invisibility as a special ability at will, starting at level 12.

Waveservant of Umberlee

Spoiler

Armor: All up to and including studded leather armor.
Weapon: Bludgeoning, spear, and dagger.
Major: All, Suffering, Summoning, Air, Water, Travelers.
Minor: Healing, Necromantic, Protection, Darkness.
Requirements: Con 15, Wis 13.
Stronghold: Talos.
Alignment: CE.
Race: Human, Half-Elf, Half-Orc.
Multiclass: Cleric/Thief.
Turn/Command Undead: Yes.

Features:

- May cast Smashing Wave once per day as a special ability, starting at level 4.
- May use the Dehydrate special ability once per day, starting at level 6.
- Gains permanently the benefits of Free Action at level 10.
- May use the Drown special ability once per day, starting at level 12.
- May cast Conjure Water Elemental once per day as a special ability, starting at level 15.

DEHYDRATE

The Waveservant removes the water from the target's body, delivering damage.

DROWN

The Waveservant fills the target's lungs with water, imposing heavy penalties to PRO_HISHER victim.

DEMIPOWERS

Bloodreaver of Garagos

Spoiler

Armor: Any.
Weapon: Any.
Major: All, Combat, Creation, Travelers, Vocal.
Minor: Suffering, Darkness.
Requirements: Str 13, Con 11, Wis 9.
Stronghold: Talos.
Alignment: CN, CE.
Race: Any.
Multiclass: Fighter/Cleric.
Turn/Command Undead: No.

Features:

- Receives Attacks Per Round as if they were warriors.
- May Enrage as a Berserker once per day.
- May use the Chaotic Combat special ability once per day, starting at level 5.
- May use the Blood Armor special ability once per day, starting at level 7.
- May cast Blade Barrier once per day as a special ability, starting at level 9.
- Hit Dice: d10.

BLOOD ARMOR

The caster baths PRO_HIMHERself in blood, gaining protection against physical attacks, resistance against fire and cold and vulnerability to electricity.

CHAOTIC COMBAT

The caster imbues a target with the chaos of the battlefield giving it a random bonus or penalty to AC and Thac0.

Doombringer of Hoar

Spoiler

Armor: Any.
Weapon: Any.
Major: All, Suffering, Combat, Divination, Vocal.
Minor: Healing, Darkness.
Requirements: Dex 10, Wis 9.
Stronghold: Helm.
Alignment: LN.
Race: Any.
Multiclass: Fighter/Cleric, Cleric/Thief.
Turn/Command Undead: Yes.

Features:

- May Enrage as a Berserker once per day.
- May cast Shocking Grasp once per day as a special ability, starting at level 3.
- May cast Lightning Bolt once per day as a special ability, starting at level 5.
- May use the Hand of Hoar special ability once per day, starting at level 7.
- May use the Thunder Staff special ability once per day, starting at level 10.
- Gains permanently the benefits of Protection From Normal Missiles at level 13.

HAND OF HOAR

The Doombringer inflicts a punishment upon a target that may turn it into a Revenant at service.

THUNDER STAFF

This spell creates a cone of force that hurls back, stuns and deafens everyone caught in its area of effect.

Doomscribe of Jergal

Spoiler

Armor: Any.
Weapon: Bludgeoning only.
Major: All, Necromantic, Darkness, Divination, Time.
Minor: Suffering, Protection, Vocal.
Requirements: Int 11, Wis 9.
Stronghold: Helm.
Alignment: LN, LE.
Race: Human.
Multiclass: Cleric/Mage.
Turn/Command Undead: Yes (see below).

Features:

- Turns or Commands Undead as a priest one level higher.
- Gains +1 Saving Throw bonus against spells using Necromancy magic.
- Gains +2 bonus to AC and Saving Throws vs. undead.
- May cast Ray of Enfeeblement once per day as a special ability, starting at level 1.
- May cast Skull Trap once per day as a special ability, starting at level 3.
- May cast Undead Ward once per day as a special ability, starting at level 5.
- May cast Negative Plane Protection once per day as a special ability, starting at level 5.
- May cast Animate Dead once per day as a special ability, starting at level 10.
- May cast Energy Drain once per day as a special ability, starting at level 20.

Woodwife of Shiallia

Spoiler

Armor: All up to and including studded leather and small shields.
Weapon: Club, dagger, dart, sling, quarterstaff.
Major: All, Healing, Animal, Plant, Sun.
Minor: Protection, Thought, Travelers.
Requirements: Wis 11, Cha 11.
Stronghold: Druid.
Alignment: NG.
Race: Human, Half-Elf, Elf, Halfling, Gnome. Female only.
Multiclass: Ranger/Cleric.
Turn/Command Undead: No.

Features:

- May Lay on Hands as a Paladin three times per day.
- May cast Entangle once per day as a special ability, starting at level 1.
- May cast Goodberry once per day as a special ability, starting at level 1.
- May cast Animal Summoning I once per day as a special ability, starting at level 5.
- May cast Animal Summoning II once per day as a special ability, starting at level 7.
- May cast Animal Summoning III once per day as a special ability, starting at level 10.
- May cast Heal once per day as a special ability, starting at level 13.

Holy Strategist of The Red Knight

Spoiler

Armor: Plate mail and full plate mail only.
Weapon: Any.
Major: All, Protection, Combat, Divination, Vocal.
Minor: Healing, Travelers.
Requirements: Int 13, Wis 13, Cha 10.
Stronghold: Helm, Fighter.
Alignment: LN.
Race: Any.
Multiclass: Fighter/Cleric.
Turn/Command Undead: No.

Features:

- Receives Attacks Per Round as if they were warriors.
- May cast Clairvoyance once per day as a special ability, starting at level 3.
- May use the Divination special ability once per day, starting at level 5.
- May use the Consequence special ability once per day, starting at level 7.
- May cast Mass Invisibility once per day as a special ability, starting at level 9.

DIVINATION

The caster becomes capable of foreseeing moments about PRO_HIMHER in a near future gaining a slight advantage in combat.

CONSEQUENCE

The caster becomes capable of foreseeing brief moments PRO_HIMHER and the environment around PRO_HIMHER in the near future gaining a slight advantage in combat.

Seer of Savras

Spoiler

Armor: None.
Weapon: Bludgeoning only.
Major: All, Healing, Protection, Moon, Thought, Divination.
Minor: Necromantic, Weave, Time.
Requirements: Int 11, Wis 14.
Stronghold: Wizard.
Alignment: LN.
Race: Human, Elf, Half-Elf.
Multiclass: Cleric/Mage.
Turn/Command Undead: Yes.

Features:

- May cast Clairvoyance once per day as a special ability, starting at level 1.
- May cast Wizard Eye once per day as a special ability, starting at level 3.
- May cast True Seeing once per day as a special ability, starting at level 5.
- May cast Farsight once per day as a special ability, starting at level 7.
- May use the Consequence special ability once per day, starting at level 10.
- Becomes immune to Blindness, starting at level 10.
- Becomes immune to backstab, starting at level 13.
- May target invisible foes, starting at level 15.

CONSEQUENCE

The caster becomes capable of foreseeing brief moments PRO_HIMHER and the environment around PRO_HIMHER in the near future gaining a slight advantage in combat.

Iceguardian of Ulutiu

Spoiler

Armor: All up to and including studded leather. No shield allowed.
Weapon: Shortbow, spear, dart, dagger, short sword.
Major: All, Animal, Combat, Water, Vocal.
Minor: Healing, Air, Travelers.
Requirements: Str 12, Wis 14.
Stronghold: Helm.
Alignment: LN.
Race: Human.
Multiclass: Ranger/Cleric.
Turn/Command Undead: No.

Features:

- Gains immunity to all forms of cold.
- May use the Call Upon Polar Fury special ability once per day, starting at level 5.
- May cast Ice Storm once per day as a special ability, starting at level 7.
- May shapechange into a Great White Bear once per day as a special ability, starting at level 10.
- May cast Cone of Cold once per day as a special ability, starting at level 13.
- May cast Freezing Sphere once per day as a special ability, starting at level 15.
- May never start or use fire.

CALL UPON POLAR FURY

The Iceguardian communes with the power of the Great White Bear, gaining some of its combat's features.

Wavetamer of Valkur

Spoiler

Armor: All up to and including splint mail. No shield allowed.
Weapon: All bludgeoning, scimitar, and spears.
Major: All, Travelers, Water, Protection, Combat.
Minor: Moon, Healing, Air.
Requirements: Str 14, Wis 10, Cha 12.
Stronghold: Lathander.
Alignment: CG.
Race: Any.
Multiclass: Fighter/Cleric.
Turn/Command Undead: Yes.

Features:

- May spend three slots in Two-Weapon Fighting.
- May cast Goodberry once per day as a special ability, starting at level 3.
- May cast Call Lightning once per day as a special ability, starting at level 7.
- May cast Smashing Wave once per day as a special ability, starting at level 10.
- May cast Conjure Water Elemental once per day as a special ability, starting at level 15.

Necrophant of Velsharoon

Spoiler

Armor: None.
Weapon: Bludgeoning only.
Major: All, Necromantic, Suffering, Darkness, Summoning, Divination.
Minor: Vermin, Weave, Time.
Requirements: Int 11, Wis 16.
Stronghold: Talos, Wizard.
Alignment: LE, NE, CE.
Race: Human.
Multiclass: Cleric/Mage.
Turn/Command Undead: Yes.

Features:

- Gains +2 Saving Throw bonus against spells using Necromancy magic.
- May cast Chill Touch once per day as a special ability, starting at level 1.
- May cast Animate Dead once per day as a special ability, starting at level 5.
- May cast Wraithform once per day as a special ability, starting at level 7.
- May use the Gaseous Form special ability once per day, starting at level 10.
- May cast Energy Drain once per day as a special ability, starting at level 15.
- May cast Wail of the Banshee once per day as a special ability, starting at level 18.

GASEOUS FORM

This spell enables the Necrophant to assume the gaseous form of a vampire.

LORDS OF THE GOLDEN HILLS

Fastpaw of Baervan

Spoiler

Armor: All up to and including studded leather armor. No shield allowed.
Weapon: Club, crossbows, dagger, axe, sling, spear, short bow and quarterstaff.
Major: All, Healing, Animal, Plant, Protection, Earth.
Minor: Combat, Creation, Travelers, Trickery.
Requirements: Con 10, Wis 9.
Stronghold: Druid, Ranger.
Alignment: NG, CG.
Race: Gnome.
Multiclass: Ranger/Cleric.
Turn/Command Undead: Yes (see below).

Features:

- Immune to Entangle and Web.
- May cast Barkskin once per day as a special ability, starting at level 3.
- May cast Call Woodland Beings once per day as a special ability, starting at level 7.
- May cast Animal Summoning III once per day as a special ability, starting at level 13.
- May use the Changestaff special ability once per day, starting at level 15.
- Turns Undead as a priest four levels lower.

CHANGESTAFF

The Fastpaw turns an ordinary piece of wood into a Treant that will fight by PRO_HISHER side until slew or the spell expires.

Hoodwinker of Baravar

Spoiler

Armor: All up to and including studded leather armor.
Weapon: Club, dagger, dart, crossbows, short bow, short sword, sling, quarterstaff.
Major: All, Protection, Combat, Earth, Travelers, Trickery.
Minor: Healing, Suffering, Moon, Divination.
Requirements: Dex 15, Int 15, Wis 9.
Stronghold: Thief.
Alignment: NG.
Race: Gnome.
Multiclass: Cleric/Mage, Cleric/Thief.
Turn/Command Undead: No.

Features:

- Gains +2 Saving Throw bonus against spells using Illusion/Phantasm magic at level 3.
- May cast Mirror Image once per day as a special ability, starting at level 3.
- May cast Invisibility once per day as a special ability, starting at level 5.
- May cast Dimension Door once per day as a special ability, starting at level 7.
- May cast Mislead once per day as a special ability, starting at level 13.
- May cast Prismatic Spray once per day as a special ability, starting at level 15.

Glitterbright of Garl

Spoiler

Armor: Any.
Weapon: Any.
Major: All, Protection, Combat, Creation, Earth, Trickery.
Minor: Healing, Sun, Thought, Travelers.
Requirements: Dex 11, Int 11, Wis 9.
Stronghold: Helm.
Alignment: LG, NG.
Race: Gnome.
Multiclass: Fighter/Cleric.
Turn/Command Undead: Yes (see below).

Features:

- Turns Undead as a priest two levels lower.
- May cast Glitterdust once per day as a special ability, starting at level 3.
- May use the Tasha's Uncontrollable Hideous Laughter special ability once per day, starting at level 5.
- May cast Mirror Image once per day as a special ability, starting at level 7.
- Gains +2 Saving Throw bonus against spells using Illusion/Phantasm magic at level 7.
- May cast Improved Invisibility once per day as a special ability, starting at level 10.
- Always protected as if wearing a Cloak of Displacement, starting at level 13.

TASHA'S UNCONTROLLABLE HIDEOUS LAUGHER

The caster makes one creature fall into a burst of uncontrollable laughter, penalizing its Strength score.

Bloodstalker of Urdlen

Spoiler

Armor: Any.
Weapon: Slashing and piercing only.
Major: All, Suffering, Vermin, Darkness, Thought, Earth.
Minor: Necromantic, Combat, Summoning, Fire.
Requirements: Str 11, Wis 9.
Stronghold: Talos.
Alignment: CE.
Race: Gnome.
Multiclass: Cleric/Thief.
Turn/Command Undead: Yes (see below).

Features:

- May use the weapon Claws of Urdlen.
- Turns Undead as a priest two levels lower.
- May cast Cause Light Wounds once per day as a special ability, starting at level 1.
- May cast Blindness once per day as a special ability, starting at level 3.
- May cast Cloak of Fear once per day as a special ability, starting at level 5.
- May cast Dimension Door once per day as a special ability, starting at level 7
- May cast Creeping Doom once per day as a special ability, starting at level 10.
- May cast Slay Living once per day as a special ability, starting at level 13.
- May cast Wither once per day as a special ability, starting at level 13.

YONDALLA'S CHILDREN

Truesword of Arvoreen

Spoiler

Armor: Any.
Weapon: Any.
Major: All, Healing, Protection, Combat, Earth, Divination.
Minor: Sun, Creation, Vocal.
Requirements: Str 12, Con 12, Wis 9.
Stronghold: Helm, Fighter.
Alignment: LG, LN, NG.
Race: Halfling.
Multiclass: Fighter/Cleric.
Turn/Command Undead: Yes (see below).

Features:

- Turns Undead as a priest two levels lower.
- Gains +2 to all Saving Throws when wielding a melee weapon.
- May cast Detect Evil once per day as a special ability, starting at level 1.
- May cast Strength once per day as a special ability, starting at level 3.
- May Lay on Hands as a Paladin once per day, starting at level 5, restoring 1 HP/level.
- May cast Remove Fear once per day as a special ability, starting at level 5. The spell is centered on the Truesword and also grants +1 to Thac0 and Damage.
- May cast Strength of One once per day as a special ability, starting at level 7.
- May use the Easy March special ability once per day, starting at level 10.
- May cast Champion's Strength of One once per day as a special ability, starting at level 13.

EASY MARCH

This spell doubles the party's movement rate and grants immunity to fatigue for 5 days.

Horn Guard of Yondalla

Spoiler

Armor: Any, but must always carry a shield.
Weapon: Single-handed only and bows.
Major: All, Healing, Plant, Protection, Combat, Creation.
Minor: Animal, Earth, Travelers, Vocal.
Requirements: Str 12, Wis 13.
Stronghold: Helm, Ranger.
Alignment: LG.
Race: Halfling.
Multiclass: Ranger/Cleric.
Turn/Command Undead: Yes.

Features:

- Gains +3 Thac0 with slings (instead of +1).
- May cast Magical Stone once per day as a special ability, starting at level 1.
- May cast Shield once per day as a special ability, starting at level 1. May target other creatures.
- May cast Bless once per day as a special ability, starting at level 3. The spell has twice the normal duration.
- May cast Goodberry once per day as a special ability, starting at level 5.
- May cast Spike Growth once per day as a special ability, starting at level 7.
- Gains immunity to fear and paralysis, starting at level 7.
- May use the Heroes' Feast special ability once per day, starting at level 10.
- May shapeshift into a Dire Wolf at will as a special ability, starting at level 13.

HEROES' FEAST

The priest creates a banquet that heals a small amount of damage, cures poison and diseases, prevents fear and blesses whoever eats it.

MORDINSAMMAN

Alaghar of Clangeddin

Spoiler

Armor: Any.
Weapon: Any.
Major: All, Protection, Combat, Creation, Earth, Vocal.
Minor: Healing, Thought, Travelers.
Requirements: Str 15, Wis 9.
Stronghold: Helm, Fighter.
Alignment: LG, LN.
Race: Dwarf.
Multiclass: Fighter/Cleric.
Turn/Command Undead: No.

Features:

- Receives Attacks Per Round as if they were warriors.
- May achieve Mastery in Axes and Warhammers.
- May cast Command twice per day as a special ability, starting at level 1.
- May cast Spiritual Hammer once per day as a special ability, starting at level 3.
- May cast Strength of One once per day as a special ability, starting at level 5.
- May cast Defensive Harmony once per day as a special ability, starting at level 7.
- May cast Blade Barrier once per day as a special ability, starting at level 15.

Luckmaiden of Haela

Spoiler

Armor: Any.
Weapon: Any.
Major: All, Healing, Protection, Thought, Combat, Earth.
Minor: Creation, Divination, Travelers.
Requirements: Str 11, Dex 10, Wis 9.
Stronghold: Helm, Fighter.
Alignment: NG, CG.
Race: Dwarf. Female only.
Multiclass: Fighter/Cleric.
Turn/Command Undead: Yes.

Features:

- Receives Attacks Per Round as if they were warriors.
- Gains +2 to all Saving Throws when wielding a melee weapon.
- May cast Shield once per day as a special ability, starting at level 1.
- May cast Aid once per day as a special ability, starting at level 3, on themselves only.
- May cast Draw Upon Holy Might once per day as a special ability, starting at level 5.
- May cast Prayer once per day as a special ability, starting at level 10.
- May cast Heal once per day as a special ability, starting at level 15.

Trailblazer of Marthammor

Spoiler

Armor: Any.
Weapon: Bludgeoning only.
Major: All, Healing, Protection, Combat, Air, Traveler.
Minor: Animal, Earth, Divination, Vocal.
Requirements: Con 11, Wis 9.
Stronghold: Lathander.
Alignment: NG.
Race: Dwarf.
Multiclass: Fighter/Cleric.
Turn/Command Undead: No.

Features:

- Gains immunity to all forms of lightning and electrical damage.
- May cast Free Action once per day as a special ability, starting at level 1.
- May cast Call Lightning once per day as a special ability, starting at level 3.
- May cast Lightning Bolt once per day as a special ability, starting at level 5. Gains another use at level 10.
- May cast Haste once per day as a special ability, starting at level 7. May target only themselves and has no Fatigue penalty.
- May cast Dimension Door once per day as a special ability, starting at level 10.
- Gains immunity to Maze and Imprisonment, starting at level 15.

EXILED MORDINSAMMAN

 

SELDARINE

Feywarden of Corellon

Spoiler

Armor: Any.
Weapon: Any.
Major: All, Healing, Protection, Moon, Combat, Creation, Weave.
Minor: Sun, Thought, Divination, Time.
Requirements: Str 11, Int 11, Wis 9.
Stronghold: Lathander.
Alignment: CG.
Race: Elf, Half-Elf.
Multiclass: Fighter/Mage/Cleric.
Turn/Command Undead: Yes.

Features:

- Gains a bonus of +1 to PRO_HISHER Saving Throws vs. Paralyzation/Poison/Death.
- May use the Sixth Sense special ability once per day, starting at level 1.
- May cast Faerie Fire once per day as a special ability, starting at level 3.
- May cast Cat's Grace once per day as a special ability, starting at level 5.
- Gains a further bonus of +2 to PRO_HISHER Saving Throws vs. Paralyzation/Poison/Death.
- May cast Enchanted Weapon once per day as a special ability, starting at level 10.
- May cast Prismatic Spray once per day as a special ability, starting at level 13.
- May cast Sunray once per day as a special ability, starting at level 15.

SIXTH SENSE

The Feywarden enhances PRO_HISHER awareness about the events that surround PRO_HIMHER gaining a bonus to react to them.

Hawkeye of Solonor

Spoiler

Armor: Any.
Weapon: Any.
Major: All, Animal, Protection, Combat, Plant, Travelers.
Minor: Healing, Air, Sun.
Requirements: Str 13, Dex 13, Con 14, Wis 14.
Stronghold: Druid, Ranger.
Alignment: NG, CG.
Race: Elf, Half-Elf.
Multiclass: Ranger/Cleric (only).
Turn/Command Undead: Yes.

Features:

- May achieve Mastery in Shortbows and Longbows.
- May use the Aim special ability at will, starting at level 1.
- May use the Shattering Shot special ability at will, starting at level 5.
- May use the Rapid Shot special ability at will, starting at level 7.
- May use the Hail of Arrows special ability at will, starting at level 11.

AIM

While using this ability, the Hawkeye gains +2 to critical hit rolls, Thac0 and takes a penalty of -2 to Initiative and -1 to APR (minimum of 1 APR is maintained) for the next round. This special ability can't be combined with any other and works only with bows (both long and short).

SHATTERING SHOT

While using this ability, the Hawkeye delivers +3 extra damage but takes a penalty of -3 to Thac0. This special ability can't be combined with any other and works only with bows (both long and short).

RAPID SHOT

While using this ability, the Hawkeye gains +1 APR but takes a penalty of -2 to Thac0. This special ability can't be combined with any other and works only with bows (both long and short).

HAIL OF ARROWS

While using this ability, the Hawkeye's APR is set to 5, but PRO_HESHE also takes a penalty of -3 to Thac0 and can't move. This special ability can't be combined with any other and works only with bows (both long and short).

DARK SELDARINE

Arachne of Lolth

Spoiler

Armor: Any.
Weapon: Any.
Major: All, Necromantic, Suffering, Vermin, Darkness, Summoning.
Minor: Healing, Thought, Divination, Weave.
Requirements: Wis 13.
Stronghold: Talos.
Alignment: CE.
Race: Elf (drow). Female only.
Multiclass: None.
Turn/Command Undead: Yes.

Features:

- Immunity to poison.
- Arachne are not harmed by spiders, unless if it is the desire of Lolth.
- May use the Spiderwalk special ability once per day, starting at level 2.
- May cast Dispel Magic once per day as a special ability, starting at level 5.
- May cast Spider Spawn once per day as a special ability, starting at level 7.
- May cast True Seeing once per day as a special ability, starting at level 10.
- May cast Domination once per day as a special ability, starting at level 13.

SPIDERWALK

While this spell is active, the caster is immune to any sort of web, no matter its source (trap, spell or monster's special ability).

GRUUMSH'S BROOD

Eye of Gruumsh

Spoiler

Armor: Any.
Weapon: Any.
Major: All, Suffering, Darkness, Combat, Earth, Divination.
Minor: Creation, Summoning, Vocal.
Requirements: Str13, Wis 9.
Stronghold: Talos.
Alignment: LE.
Race: Half-Orc. Male only.
Multiclass: Fighter.
Turn/Command Undead: Yes (see below).

Features:

- Hit Dice: d10.
- May achieve Mastery in Spears.
- Commands Undead as a priest two levels lower.
- Receives Attacks Per Round as if they were warriors.
- +1 bonus to hit and damage rolls against elves and half-elves.
- May cast Aid once per day as a special ability, starting at level 3.
- Gains immunity to all Blindness effects and spells, starting at level 5.
- May cast Blindness once per day as a special ability, starting at level 7.
- May use the Command the Horde special ability once per day, starting at level 9.
- May Enrage as a Berserker once per day, starting at level 11.

COMMAND THE HORDE

The Eye of Gruumsh may charm any evil critter with orcish blood in an area around him.

ELEMENTAL LORDS

Edited by Raduziel

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I am a dialogue and romance freak so up to now, special kits did not interest me that much. But after seeing you creating these special designed and fitting kits for so many NPCs, I am getting really curios to try one for my CHARNAME, as well. (Apologies to all other kit mod authors who feel neglected now.)

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3 hours ago, jastey said:

I am a dialogue and romance freak so up to now, special kits did not interest me that much. But after seeing you creating these special designed and fitting kits for so many NPCs, I am getting really curios to try one for my CHARNAME, as well. (Apologies to all other kit mod authors who feel neglected now.)

Thanks, Jastey :)

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11 minutes ago, John said:

LupusSolus reporting for service to the Lord of All BG Mods!

This is either praise to Raduziel's mod or you are a spambot.

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Sorry, sometimes it is hard for me to grab intentions behind a written statement.

Praising is fine. :)

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1 hour ago, jastey said:

This is either praise to Raduziel's mod or you are a spambot.

He's one of the patient ones who kept giving awesome reports to improve DoF :)

Edited by Raduziel

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3 hours ago, John said:

Will you be revealing to us why you moved from Beamdog?

I will but there - and probably today. I will not discuss anything BD-related in this forum as I want here to be a refuge and not a battlefield.

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The kits' description were finally added. Sorry for taking this long.

Hope you guys enjoy it. Next on pipeline is Moradin.

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2 hours ago, Kamigoroshi said:

More dwarven kits are coming? Sweet! Also gonna root for the exiled Morndinsamman to make it in. ;)

If you mean Laduguer and Deep Duerra, they will come eventually.

 

And good to see you around here. :)

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