Jump to content

New & Improved Cleric Kit Thread


CamDawg

Recommended Posts

The last cleric kit thread has grown long and out of control. This is an attempt at reorganization.

 

Questions, Ideas, Suggestions

* Using the idea of domain spells from 3e, possibly as replacement HLAs.

* Access to non-cleric weapons--axes, swords, etc.

* Strongholds--TBD by alignment

* Updating existing kits to be inline with other kits

* Possible kit selection via dialogue choices instead of character creation screen

* Tutu compatibility--with WeiDU installer, should be compatible more or less automatically

* Non-human deities

* Restricting spheres of clerical spells

 

Specific Proposals

 

Auril, Icepriest of (Koson)

Alignments: Lawful Evil, Neutral Evil, Chaotic Evil

Ability Requirements: Constitution 13, Wisdom 12

Advantages:

- The Icepriest is under the effect of the spell Protection From Cold at all times.

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

- May cast Cone of Cold once per day per 10 levels of the caster (starts at 1st level with one use).

Disadvantages:

- May not wear better than chain mail.

- Takes an extra 15% from fire-induced damage.

 

Azuth, Magistrat of (Koson)

Alignments: Lawful Good, Lawful Neutral, True Neutral, Lawful Evil

Ability Requirements: Intelligence 13, Wisdom 14

Race: Human

Advantages:

- May wear mage robes.

- May use mage scrolls.

- Casting reduction: the Magistrat's spell casting time is reduced by 1. All spells retain a minimum casting time of 1.

- Spell duration increase: the duration of all non instantaneous spells cast by the priest increases by 1 round for every three experience levels of the priest. For example, a 6th level priest has his spells' durations increased by 2 rounds.

Disadvantages:

- May not wear armor.

 

Beshaba, Doommaster of (Koson)

Alignments: Chaotic Neutral, Neutral Evil, Chaotic Evil

Ability Requirements: Wisdom 10

Advantages:

- May cast Spook once per day per 4 levels of the caster (starts at 1st level with one use).

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

- May cast Nahal's Reckless Dweomer, Chaos Shield and Sphere of Chaos as if they were clerical spells of the appropriate level.

Disadvantages:

- May not wear better than plate mail.

 

Gond, Techsmith of (Koson)

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

Ability Requirements: Dexterity 14, Intelligence 14, Wisdom 14

Advantages:

- Can use crossbows.

- Gains a +2 bonus to Save vs. Rod, Staff, or Wand.

- Open locks: Gondsmen have an aptitude for devices, which includes mechanical locks. They have a 5% chance per level to pick locks.

Disadvantages:

- May not wear better than plate mail.

- May not use a shield.

 

Helm, Watcher of (NiGHTMARE)

Alignment: LG, LN, N

Race: Any

 

Advantages:

 

Can cast Spiritual Weapon creating a mace once per day. The powers vary with level: At level 1 it is a normal bastard sword, level 5 it is +1, level 10 it is +2, level 15 it is +3, level 20 it is +5, level 25 it is +5.

Can create a Glyph of Warding once per day

Gains Armour as an innate at level 1.

Gains Detect Invisibility as an innate at level 3.

Gains Ghost Armour as an innate at level 5.

Gains Farsight as an innate at level 7.

Gains Protection from Normal Weapons as an innate at level 9.

Gains True Sight as an innate at level 11.

Gains Mantle as an innate at level 13.

 

Disadvantages:

Can memorise one less spell of each level.

Can only cast level 1, 2, and 3 spells from the Creation, Elemental, Healing and War spheres.

Cannot cast any spells from the Animal, Chaos, Charm, Law, Necromantic, Numbers, Plant, Summoning, Thought and Weather spheres.

 

Helm, Watcher of (Grim)

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.

 

Ilmater, Painbearer of (Koson)

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.

 

Ilmater, Painbearer of (Grim)

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.

 

Iyachtu Xvim, Authlim of (Koson)

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

 

Iyachtu Xvim, Authlim of (Grim)

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

 

Dire Charm 1x/day

+1 saves vs. death

Domain spells remain.

 

Kelemvor, Doomguide of (Koson)

Alignments: Lawful Neutral

Ability Requirements: Constitution 12, Wisdom 14

Advantages:

- Doomguides turn undead at two levels higher than their listed level.

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

- Gains a +1 bonus to Save vs. Paralyzation, Poison, and Death Magic.

- Gains a +2 bonus to saving throws vs. the energy drain spell and the level draining attacks of undead. If the attack does not normally allow a saving throw, a saving throw is allowed with a -2 penalty.

Disadvantages:

- May not wear better than chain mail.

- May not cast Animate Dead.

 

Kossuth, Firewalker of (Andyr)

Alignment: Any

Race: Any

 

Advantages:

Can cast Spiritual Weapon creating a flail once per day. The powers vary with level: At level 1 it is a normal flail, level 5 it is +1, level 10 it is +2, level 15 it is +3, level 20 it is +5, level 25 it is +5.

Has 2% fire resistance per level.

Gains Burning Hands as an innate at level 1.

Gains Azgannazar's Scorcher as an innate at level 3.

Gains Fireball as an innate at level 5.

Gains Fireshield: Red as an innate at level 7.

Gains Sunfire as an innate at level 9.

Gains Summon Fire Elemental as an innate at level 11.

Gains Delayed Blast Fireball as an innate at level 13.

 

Disadvantages:

Can memorise one less spell of each level.

Can only cast level 1, 2, and 3 spells from the Charm, Divination, Healing, Necromantic and Protection spheres.

Cannot cast any spells from the Animal, Chaos, Guardian, Law, Numbers, Plant, Thought, War and Weather spheres.

 

Kossuth, Firewalker of (Koson)

Alignments: Lawful Neutral, True Neutral, Lawful Evil

Ability Requirements: Constitution 12, Wisdom 14

Advantages:

- The Firewalker is under the effect of the spell Protection From Fire at all times.

- May cast Conjure Fire Elemental once per day per 10 levels of the caster (starts at 1st level with one use).

- May cast Burning Hands, Agannazar's Scorcher, Fireball, Flame Arrow and Delayed Blast Fireball as if they were clerical spells of the appropriate level.

Disadvantages:

- May not wear better than chain mail.

 

Lathander, Morninglord of (Grim)

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

 

Bolt of Glory that affects Undead only

Innate healing spell as description.

Domain spells remain.

 

Mask, Demarch of (Koson)

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.

 

Mask, Demarch of (Grim)

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

 

Invisibility/Imp. Invisibility 1x/day

Domain spells remain.

 

Mielikki, Needle of (Koson)

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.

 

Milil, Tuneservant of (Koson)

Alignments: Neutral Good, Chaotic Good

Ability Requirements: Intelligence 13, Wisdom 14, Charisma 14

Advantages:

- Has the Bard Song ability.

- May cast Enthrall once per day per 5 levels of the caster (starts at 1st level with one use). This spell works as the wizard spell Dire Charm. 

- May cast Song of Suggestion once per day per 10 levels of the caster (starts at 1st level with one use). This spell works as the wizard spell Domination.

Disadvantages:

- None

 

Mystra, Dweomerkeeper of (NiGHTMARE)

Human, half-elf, half-orc, and alignments should be LN, NG, CG, LN, LE

 

Advantages:

Has 1% magic resistance per level.

Gains Magic Missile as an innate at level 1.

Gains Mirror Image as an innate at level 3.

Gains Remove Magic as an innate at level 5.

Gains Wizard Eye as an innate at level 7.

Gains Breach as an innate at level 9.

Gains Globe of Invulnerability as an innate at level 11.

Gains Spell Turning as an innate at level 13.

 

Disadvantages:

Can memorise one less spell of each level.

Can only cast level 1, 2 and 3 spells from the Animal, Law, Plant, Sun, Thought, and Weather spheres.

Cannot cast any spells from the Chaos, Numbers and War spheres.

 

So forbidden spells are Miscast Magic, Chaotic Commands, Physical Mirror, Finger of Death, Defensive Harmony, Champion's Strength, False Dawn, Sol's Searing Orb, Sunray and Mental Domination.

 

Mystra, Dweomerkeeper of (Koson)

Alignments: Neutral Good, Lawful Neutral, Chaotic Neutral

Ability Requirements: Intelligence 14, Wisdom 12

Advantages:

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

- Gains a +2 bonus to Save vs. Rod, Staff, or Wand and to Save vs. Spell.

- Magic stability: Dweomerkeepers function normally in both magic-dead and wild magic areas.

- May cast wizard summoning spells (Glitterdust, Monster Summoning I, Monster Summoning II, Spider Spawn, Monster Summoning III, Carrion Summons, Invisible Stalker, Wyvern Call, Summon Djinni, Summon Efreeti) as if they were clerical spells. The priest must continue to observe the number of various level spells they can cast each day.

Disadvantages:

- None

 

Oghma, Lorekeeper of (Koson)

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.

 

Oghma, Lorekeeper of (Grim)

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.

 

Red Knight, Cleric of the Red Fellowship of (Koson)

Alignments: Lawful Good, Neutral Good, Lawful Neutral, True Neutral, Lawful Evil, Neutral Evil

Ability Requirements: Intelligence 13, Wisdom 12

Advantages:

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

- Can use bastard swords.

- Is immune to the effects of confusion and feeblemind spells and spell-like affects.

Disadvantages:

- None.

 

Selûne, Silverstar of (Koson)

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

 

Selune, Silverstar of (Grim)

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, +1% MR/level

Domain spells remain.

 

Shar, Nightcloak of (Andyr)

Shar is the goddess of darkness, night, loss, and forgetfulness. She resides in the extradimensional plane of Hades. Shar's main aspect is worshipped by those who deal in the night (such as thieves), who hate the light (such as goblin races and their allies), and who feel bitterness and loss. Her symbol is a black disk with a border of deep purple.

 

Loss is the nature of Shar, of pains hidden but not forgotten, of vengeances carefully nurtured away from the light, hidden from others. She is said to have the power to make her devout followers forget their pain, yet what occurs is that they become inured to the loss, treating it as a common and natural state of being. The basic inanity of life and foolishness of hope are the cornerstones of Shar's being. She and her followers revel in the concealed, in that which is hidden, never to be revealed.

 

Shar's mortlal enemy is the goddess Selune and the two fight on a number of levels throughout their immortal lives. Shar's hatred of Selune extends to her clergy and their relationships with the church of Selune. There is a continual war betrween the two faiths, and jihads against Selune and her followers are common where Shar is strong.

 

Priests of Shar are called Nightcloaks. They exist outside the standard church hierarchy. Shar has no main temple, but instead has a scattering of cells and secretive places throughout the Realms. The Nightcloaks of Shar serve as contacts, messengers, and enforcers of the Dark Lady's will.

 

ALIGNMENTS ALLOWED: LE, NE, CE.

 

RACES ALLOWED: Any

 

ADVANTAGES:

 

Can cast Spiritual Weapon creating a chakram once per day. This is treated as a returning dart that the priest is proficient with. The powers vary with level: At level 1 it is a normal dart, level 5 it is +1, level 10 +2, level 15 +3, level 20 +4, level 25 +5.

Immune to all forms of Blindness.

Gains Blindness as an innate at level 1.

Gains Silence 15' Radius as an innate at level 3.

Gains Dire Charm as an innate at level 5.

Gains Confusion as an innate at level 7.

Gains Feeblemind as an innate at level 9.

Gains Invisible Stalker as an innate at level 11.

Gains Power Word: Stun as an innate at level 13.

 

DISADVANTAGES:

 

Can memorise one less spell of each level.

Can only cast level 1, 2 and 3 spells from the Creation, Elemental and Healing spheres.

Cannot cast any spells from the Animal, Chaos, Law, Numbers, Plant, Summoning, Sun, War, Wards and Weather spheres.

 

Solonor Thelandira, Hawkeye of (Koson)

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.

 

Sune, Heartwarder of (Koson)

Alignments: Neutral Good, Chaotic Good, Chaotic Neutral

Ability Requirements: Wisdom 12, Charisma 16

Advantages:

- Can use darts.

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

- May cast Regeneration once per day per 10 levels of the caster (starts at 1st level with one use). This powerful spell enables the priest to imbue 1 creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 hit points per second. The effect lasts for 1 round per every 2 levels of the caster or until dispelled. For example, a 14th level priest would regenerate 18 hit points per round for 7 rounds.

Disadvantages:

- None.

 

Talona, Malagent of (Koson)

Alignments: Chaotic Neutral, Neutral Evil, Chaotic Evil

Ability Requirements: Constitution 14, Wisdom 14, Charisma 11 or less

Advantages:

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

- Gains a +4 bonus to Save vs. Paralyzation, Poison, and Death Magic.

- May coat his weapon in poison once per day per 4 levels. The next hit with that weapon will inject the poison into the target, dealing out 1 damage per second for 24 seconds (3 damage for the first 6 seconds). A saving throw vs. poison limits damage to 12 total.

Disadvantages:

- May not wear better than plate mail.

 

Talos, Stormlord of (Grim)

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: +1%/level

Innate ability: Destructive blow as description

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

 

Tempus, Battleguard of (Andyr)

Tempus is the Realms' god of war, the Lord of Battle, the Foehammer. He is random in his favors, yet his chaotic nature favors all sides equally. He may be on an army's side on one day, and against them the next. Such is the nature of war as embodied by Tempus.

 

The dress of the priest of Tempus is armor, battleworn and battered. In more civilized regions this has been replaced by a steel skullcap, but the message is the same--these are warrior priest. Their place is in the trenches with the troops, urging them onwards. Priest of Tempus may be found on both sides of a conflict, as none can ever truly know who the war god will favor.

 

ALIGNMENT: TN, CG, CN, CE

 

RACE: Human, half-elf, half-orc.

 

ADVANTAGES:

 

-Can cast Spiritual Weapon creating a battleaxe once per day, that the priest is proficient in. The powers vary with level: At level 1 it is a normal axe, level 5 +1, level 10 +2, level 15 +3, level 20 +4, level 25 +5.

-Can place 2 proficiency stars in any melee weapon a Cleric can use.

-Can go into a Berserker Rage once per day per 10 levels.

-Gains Remove Fear at level 1.

-Gains Strength at level 3.

-Gains Strength Of One at level 5.

-Gains Holy Power at level 7.

-Gains Chaos at level 9.

-Gains Tenser's Transformation at level 11.

-Gains Sphere Of Chaos at level 13.

 

DISADVANTAGES:

 

-Cannot place proficiency stars in ranged weapons.

-Can memorise one less spell of each level.

-Can only cast level 1, 2 and 3 spells from the All, Guardian, Healing, Summoning, Sun, Wards and Weather spheres.

-Cannot cast any spells from the Charm, Creation, Law, Numbers, Plant and Thought spheres.

 

Tempus, Battleguard of (Koson)

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.

 

Tempus, Battleguard of (Grim)

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.

 

Torm, Holy Champion of (Koson)

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

Ability Requirements: Constitution 12, Wisdom 15

Advantages:

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

- May cast Iron Skins once per day per 10 levels of the caster (starts at 1st level with one use).

Disadvantages:

- None

 

Tymora, Luckbringer of (Koson)

Alignments: Neutral Good, Chaotic Good, Chaotic Neutral

Ability Requirements: Dexterity 14, Wisdom 15

Advantages:

- The Luckbringer is under the effect of the spell Luck at all times.

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

- Gains a +1 bonus to saving throws vs. the energy drain spell and the level draining attacks of undead. If the attack does not normally allow a saving throw, a saving throw is allowed with a -4 penalty.

Disadvantages:

- None

 

Tyr, Holy Justice of (Koson)

Alignments: Lawful Good, Neutral Good, Lawful Neutral

Ability Requirements: Strength 9, Wisdom 9

Advantages:

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

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

- Bonus +1 to hit and +1 damage with the warhammer.

- Can specialize in warhammer.

Disadvantages:

- None

 

Velsharoon, Necrologian of (Andyr)

Special bonus: +2 saves vs. Death and Spells.

Spirit Weapon: Quarterstaff.

 

Innates:

1. Larloch's Minor Drain.

3. Horror.

5. Vampiric Touch.

7. Spirit Armour.

9. Animate Dead.

11. Death Spell.

13. Finger of Death.

 

(from Bri)

Requirements: Intelligence 11, Wisdom 16

Prime Requirements: Intelligence, Wisdom

Alignment: LE, NE, CE

Weapons: Any bludgeoning

Armor: None

Major Spheres: All, Creation, Healing, Necromantic, Protection, Summoning, Time, Wards

Minor Spheres: Combat, Elemental, Guardian, Numbers, Sun (reversed only), Thought

Magical Items: Same as clerics, plus wizard items specifically suited for necromancers.

 

Necrophants know a great deal about undead creatures and the secrets mysteries and intricacies of the human body.

 

Necrophants may cast wizard spells from the Necromancy school in addition to priest skills. The spells are cast as if the necrophant were a necromancer of the same level. Necrophants gain access to 8th level wizard spells at level 16, and 9th level wizards spells at level 18. Necrophant must have a Wisdom 18 or higher, and Intelligence of 16 or higher to get access to the 8th level wizard spells. A Necrophant needs a Wisdom of 18 and Intelligence of 18 to get access to the 9th level wizard spells.

 

Necrophants can cast Chill Touch (1st level wizard spell) once per day

At 2nd level, Necrphants can cast Speak with Dead (as the 3rd level priest spell) once per day

At 3rd level, Necrophants can cast Spectral Hand (3rd level wizard spell) once per day.

At 5th level, Necrophants can cast Animate Dead (3rd level priest spell) once per day.

At 7th level, Necrophants can cast Wraithform (3rd level wizard spell) once per day.

At 10th level, Necrophants can cast Gaseous Form (5th level wizard spell) once per day.

At 15th level, Necrophants can cast energy drain (9th level wizard spell) once per day.

 

Additional Information

from Andyr

Alignments allowed: One step from the Deity's alignment in every direction. Additionally only TN gods can have TN kitted priests. Some gods, for example Oghma, Mystra and Kossuth, have special alignment rules.

 

Races allowed: Most of the well-known gods are human ones, so at least humans, half-elves and half-orcs should be able to worship them. Some should allow other races too (for example Kossuth could be worshipped by anyone, and Mielikki by elves too). Note I think it'd be nice to give nonhuman deities kits too, like Yondalla and Garl Glittergold.

 

Advantages and Disadvantages:

 

Weapon and item uses and restrictions (eg Frosttouches of Auril tending to wear only robes, and Authlims of Xvim using scimitars) are hard or impossible to do cleanly. So perhaps this should be dropped? Instead of this, perhaps Clerics could be given an innate like Spiritual Weapon that creates a magic version of their deity's weapon of choice?

 

Differing spell selections would also be good. Grim Squeaker and CamDawg have had the idea of adding innates similar to 3E domains, ie one free spell per spell level but at the cost of one normal spell per spell level. I have thought, and think this is a good idea. It should not be too hard to compile decent lists of spells.

 

Some spells could also be removed. NiGHTMARE has made a list of the spheres all priest spells in BG2 beling to. I have a link to a site that says what spheres the clerics of various deities are allowed major and minor access to. Perhaps clerics could be barred from casting level 4 and above spells from spheres they are allowed only minor access to, and any spells from spheres they cannot access at all? NiGHTMARE tells me this is similar to PnP.

 

In addition, the various kits could bestow an extra advantage to balance the spells lost. Elemental deities's followers could get elemental resistance. Tempus' priests could maybe be allowed Rage, or be able to put 2 slots in weapon proficiencies. Sune's could get a Charisma boost. Kelemvor's could be better at turning Undead.

 

from NiGHTMARE

BTW, I just found an on-line copy of the Complete Priest's Handbook, which should prove useful.  Especially the page about Spheres of Influence.

 

Also, if were' sticking with pnp as closely as possible, I found something (in the 2nd Edition Player's Handbook Rules Supplement) that we should bear in mind:

 

Innate abilities may not be derived from wizard spells of fifth level or higher, or from priest spells of fourth level or higher.  Obviously our innate 'replacement spells' are okay, but anything other than that isn't.

 

Priests' innate abilities may be derived from wizard spells of the schools of:

 

- Abjuration

- Alteration

- Charm

- Divination

- Invocation

- Necromancy

 

They may also be derived from priest spells from the spheres of:

 

- All

- Animal

- Charm

- Creation

- Divination

- Guardian

- Healing

- Plant

- Protection

- Sun

- Weather

 

Priests' innate abilities may not be derived from wizard spells of the schools of:

 

- Conjuration, Summoning, or Conjuration/Summoning

- Enchantment (spells listed as Enchantment/Charm are permissible, but those listed as belonging to Enchantment and any other school are not)

- Illusion or Illusion/Phantasm

- Evocation (if a spell can belong to the school of Evocation, it cannot be taken as a granted power even if it can be used by other schools). 

 

Neither may they be derived from priest spells of the spheres of:

 

- Astral

- Combat (even if a spell belongs to Combat and one other sphere, as shillelagh belongs to Combat and Plant, it cannot be used to make a Granted Power)

- Elemental

- Necromantic

- Summoning

 

More from NiGHTMARE

 

BTW, regular (i.e. non-speciality) Clerics in BG2 are only restricted from the spheres of animal, plant and weather.  However, in pnp they normally also have no access to the spheres of chaos, elemental air, elemental fire, law, numbers, sun, thought, war or wards either, and only have minor access to the elemental earth and elemental water spheres.

 

Perhaps it'd be worth implementing this too, so selecting a deity offers alternate selections of spheres than a cleric without a deity would have (rather than just being a more restricted version of them).

 

If we did, it would mean that non-speciality clerics are no longer be able to cast Charm Person or Mammal, Miscast Magic, Flame Blade, Rigid Thinking, Strength of  One, Zone of Sweet Air, Defensive Harmony, Mental Domination, Chaotic Commands, Champion's Strength, Physical Mirror, False Dawn, Sol's Searing Orb, Fire Storm, Sunray or Finger of Death.

 

Data sources from Andyr

 

http://www.geocities.com/Area51/Chamber/2596/00Deities.html

Link to post

That must have taken a while to do!

 

Ok my opinions:

 

* Using the idea of domain spells from 3e, possibly as replacement HLAs.

 

I can't really comment they are my ideas. I'm up for either the Domain Innates version or the Spellbook/HLA version but I think the innate version would be cooler.

 

* Access to non-cleric weapons--axes, swords, etc.

 

Its gonna be tricky to do. Maybe just AoE support will work.

 

* Strongholds--TBD by alignment

 

I guess its the only way to do it. We could always scatter a few travelling clerics (missionary type people) around Athkatla who will serve you.

 

* Updating existing kits to be inline with other kits

 

Probably a good idea.

 

* Possible kit selection via dialogue choices instead of character creation screen

 

Not too keen on this idea.

 

* Tutu compatibility--with WeiDU installer, should be compatible more or less automatically

 

Like you said, it basically does it itself

 

* Non-human deities

 

Would be interesting but it does mean we might have to restrict some of the current suggestions from the more onscure races for all of them to fit on the screen.

 

* Restricting spheres of clerical spells

 

Probably a good idea. It'll be interesting doing it with the bogstandard cleric as well.

 

One other idea which would be interesting at some point would be allowing a cleric to specialise by devoting him/herself to a faith at the correct temple and from then on advancing like that kit. But obviously it would be a bitch to do and might unbalance things.

 

I shall have to meditate on ideas for which kits I want included. For now:

 

- Lathander

- Helm

- Talos

- Selune

- Tempus

- Ilmater

 

Probably shouldn't include Sune as a Cleric of Sune kit is coming with Surayah.

Link to post

A few errata:

 

For NiGHTMARE's Helm kit, the mace should be changed to bastard sword.

For his Mystra one, I think it was only 1% MR/level and no Detect Magic.

I also posted a Velsharoon kit in that thread, and a Tempus one at FWP.

Link to post
A few errata:

 

For NiGHTMARE's Helm kit, the mace should be changed to bastard sword.

For his Mystra one, I think it was only 1% MR/level and no Detect Magic.

I also posted a Velsharoon kit in that thread, and a Tempus one at FWP.

Picky, picky, picky. I couldn't find a Tempus kit over at FWP, though your Firewalker was posted in both places.

Link to post
I couldn't find a Tempus kit over at FWP, though your Firewalker was posted in both places.

Look in the BG1 NPC Project forum :D Andyr's Nightcloak of Shar proposal is there too.

 

BTW you can remove the spheres I listed for Velsharoon, since I was totally guessing.

Link to post

Alright, time to employ the Iron Fist ™. :D I think we need to definitively address some issues before we can get to specifics such as kits, advantages, etc. This way we can develop internally consistent kits--right now we have a mishmash of proposals, using different models and drawing from different sources. I'll go first; these are high-level issues and my opinions on them. We'll go round table style and see if we can reach an agreement. With a consensus, then we can start proposing kits, possibly using the proposals above as a baseline.

 

1) Domain spells

These seem to be too 3e-esque for folks. I think we should scrap the idea of domain spells as a lower-level ability, but I really like the idea of an eight level and ninth-level domain spell as a progressive HLA (i.e. ninth-level domain spell requires eigth-level to be selected already). It seems like a nice and simple way to differentiate the HLAs for the kits.

 

2) Non-standard weapons

With AoE installed, I say they get implemented. Without it, screw 'em. :D I really like the compromise proposal of the spirit weapon of the deity's weapon.

 

3) Strongholds

By alignment. Using the generic G/N/E, or with the refined breakdowns of Oversight (if installed).

 

4) Updates to existing kits

A must. Adding the new kits without altering the current ones is not consistent.

 

5) Alignment allowed

I like the 3e model of deity alignment + one step out. TN gods would get NG, NE, LN, CN, and TN. If there are specific RP reasons to (dis)allow alignment, let's implement.

 

6) Priest sphere restrictions

Another idea I like. My big question here is whether we're also going to apply sphere restrictions to vanilla clerics.

 

7) Stat requirements/adjustments

In general, I don't like minimum stat requirements or adjustments. With the BG2 engine, having high kit requirements is a huge advantage in character creation; I would like to see more RP-accurate restrictions such as the spheres and/or domain spells.

 

8) Holy Symbols

Should we develop a generic model for these, or do we want to customize each? I rarely play clerics so I don't know how the existing holy symbols compare to one another.

 

9) Number of kits and kit selection process

Ideally I would like to see this cut down to nine total (counting the existing three) with a deity in each of the nine separate alignments, to be selected in character creation. The three original cover CE, NG, and LN IIRC; it leaves holes for LG, CG, TN, CN, LE and NE. A possible set that would satisfy these conditions would be Ilmater (LG), Lathander (NG), Selune (CG), Helm (LN), Oghma (TN), Tempus (CN), Kossuth (LE), Shar (NE), and Talos (CE). However, as we get further along, we could add additional kits via the dialogue options, though I definitely think we should stick to nine via character creation for initial releases.

 

Let's try coming to a consensus on these first and then start with specific kit proposals. If I've missed something that y'all think we need to sort first, just throw it out.

Link to post

1) Sounds good to me.

 

2) Yeah spirit weapons is a fine compromise :D

 

3) I was thinking that some of the non-Cleric strongholds would suit certain Cleric kits. The Dimensional Sphere for priests of magic & knowledge gods (Mystra & Oghma for example), the Thief's Guild for priests of thievery and deception gods (Lliira, Mask, and the like), the Ranger's cabin for nature gods (Silvanus, Mielliki and co.), etc.

 

4) Yep :D

 

5) Why not just use whatever they're allowed in pnp 2E? Faiths & Avatars gives pretty much all the Human ones (the rest are in Powers & Pantheons), and the non-Human ones are in Demihuman Deities. Once F&A has finished downloading (almost there!) I'll put them all in a chart.

 

6) Well it makes sense, if only because it puts the standard cleric more in line with the kits.

 

7) Perhaps only have stat restrictions/adjustments if they also exist in 2E pnp?

 

8) I've made a bunch of new holy symbol BAMs a while back, and I can make more.

 

9) Nine for the first version sounds like a good idea, but there should definitely be more in later versions. I like your proposed selection, but Kossuth is TN rather than LE... so perhaps Iyachtu Xvim instead?

 

10) I know there wasn't a 10 or 11 before, but there is now :D I've put together a list of BG2 spells that currently have the wrong sphere(s) listed. Correcting them should balance things out a bit more.

 

11) On the subject of spells, how about including a few new spells (perhaps as an optional component)? I was specifically thinking of the spheres which hardly have any right now, such as Numbers, Thought, War and Wards.

Link to post

I guess I'll report now that Cam has laid down the law (Cam: 'I am the LAW!'):

 

1) As people don't seem to like the domain spells idea I'll conceed that we can have the HLA thing going on.

 

1) a) Do they get their other lower level domain spells added to their spellbook?

 

I think if we are having 8 and 9 as HLA then the others should be added automatically. They will improve the general flavour of these kits (especially if they lose what would people to be key cleric spells - like healing!)

 

2) Agree with Cam

 

3) Agree with Cam

 

4) Agree with Cam

 

5) Agree with Cam

 

6) Agree with Cam

 

6) a) Do we apply sphere resricting to vanilla clerics?

 

I say yes, it makes things more interesting.

 

7) Agree with Cam (stat restricting sucks)

 

8) Each of Holy Symbols does exactly the same thing but its restricted to the alignments of that God (i.e. in game currently a good cleric gets a Lathander one etc etc). We just need cool new BAMs for them...

 

9) I think 9 is a decent number as it means you can install all of them. I shall still need to meditate on the exact kits we are using.

Link to post

Uh, I've almost finished coding the Shar kit as it is in the FWS thread. That's:

 

-Spirit weapon.

-Blindness immunity.

-Domain spell-esque innates.

-Loss of 1 spell/level.

-Restriced spheres (I, uh, still need to finish this bit).

 

Basically all I need to do is restrict the spells, get a holy symbol BAM for Shar and a Chakram BAM (weapon, a metal disc that you throw, if anyone can make one) and it is done.

 

I have also not done anything about HLAs yet... Standard Cleric for now.

 

I personally, uh, think that this is the best way to do them. But there you go. :D

Link to post

A few things to consider:

 

Straight Vanilla Clerics probably shouldn't have other restrictions (such as spheres) denied to them. One of the reasons other kits were made was to differentiate them from straight vanilla clerics as is. Thus, the advantages they got HAD to have some disadvantages as well (whether this was due to weapon restriction or sphere restriction, etc.)

 

Also, in the various god books, they have a few other spells for that Deity alone, so you might consider implementing some of them to add flavor, but only restrict them for that cleric.

Link to post

Bri: By the sphere restrictions for vanilla clerics, in standard BG2 they are restricted from some spheres (eg plant). Those spells are the ones flagged as druid/ranger, like Entangle. Some kitted Clerics get access to these spheres, though, if that makes sense.

Link to post
Bri: By the sphere restrictions for vanilla clerics, in standard BG2 they are restricted from some spheres (eg plant). Those spells are the ones flagged as druid/ranger, like Entangle. Some kitted Clerics get access to these spheres, though, if that makes sense.

My mistake. I should have said minor access to them. But by and large, outside of some spheres, I don't see a problem with leaving clerics as is was meant. Ugh, no biggie either way :D

Link to post

Does anyone have a list handy of what spells would actually change for a vanilla cleric?

 

I'm in favor of applying the same restrictions to trueclass clerics, but I'm also worried that, from a practical standpoint, too many folks may bitch if the changes are extensive and/or unexpected.

Link to post

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...