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CamDawg

Preview of Cleric Remix kits...

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Hey all, progress on the mod is proceeding quite nicely and we're hoping to have a beta available shortly. In the meantime, we wanted to post kits so y'all can at least get a preview of what's going to be included.

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First, the three original Bioware kits have been revised in line with the other changes:

 

MORNINGLORD OF LATHANDER: Lathander, also called the Morninglord, is the god of the spring, dawn, birth, and renewal, a god of beginning and hidden potential, a deity of conception, vitality, youth, renewal, and self-perfection. He is the commander of creativity. He is a native of the plane of Elysium, and he is on good terms with Chauntea. Lathander's symbol is a simple disk of rosy pink hue. These disk are often cut of rose quartz or similar minerals.

 

Lathander is a god of beginnings, and even individuals who worship other gods still offer a prayer to him at the start of a journey of endeavor. Lathander's name is invoked to seal alliances and start new ventures or companies. As a result, Lathander is very popular among the merchant classes, and has benifitted accordingly.

 

Morninglords of Lathander can only be of Neutral Good, Lawful Good, Chaotic Good, and True Neutral alignments.

 

Advantages:

- Spiritual Weapon: Mace - 'Dawn's Embrace' once per day

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

- Boon of Lathander once per day

This spell lasts for 6 seconds per level of the caster. It gives the caster +1 to hit, +1 to damage, +1 to all saving throws and gives the caster 1 extra attack per round. It also protects the recipient from level drain.

- Bless once per day, as first level cleric spell of the same name

- From level 3 can cast Aganazzar's Scorcher once per day, as second level mage spell of the same name

- From level 5 can cast Negative Plane Protection once per day, as third level cleric spell of the same name

- From level 7 can cast Hold Undead once per day, as third level mage spell of the same name

- From level 9 can cast Flame Strike once per day, as fifth level cleric spell of the same name

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

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

 

Disadvantages:

- Memorize one less spell per level

 

Sphere Access:

- Major access to the spheres of all, astral, charm, creation, elemental, healing, necromantic (restorative forms only), plant, sun, thought, wards, weather

- Minor access to the spheres of combat, divination, guardian, time

- No access to the spheres of animal, chaos, law, numbers, protection, summoning, travelers, war

 

WATCHER OF HELM: The god of guardians and protectors, Helm is the epitome of the guardian, the watcher, the guard, and has in years past been greatly venerated by those who need to remain watchful for evil at their doorsteps. Helm is ever-vigilant, and embodies the spirit of lawful neutrality. Helm makes his home on the clockwork plane of Nirvana, in a region separate from Mystra. Helm's Symbol is an open eye painted onto a gauntlet.

 

Helm teaches that one must be ever vigilant, ever aware, ever prepared for one's enemies. He also serves who stands and waits and watches carefully. Careful planning will always defeat rushed actions in the end.

 

Watchers of Helm can only be of Lawful Neutral, Lawful Good, True Neutral, and Lawful Evil alignments.

 

Advantages:

- Spiritual Weapon: Bastard Sword - 'Ever Watchful' once per day

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

- Glyph of Warding once per day, as third level cleric spell of the same name

- Armor once per day, as first level mage spell of the same name

- From level 3 can cast Detect Invisibility once per day, as second level mage spell of the same name

- From level 5 can cast Ghost Armor once per day, as third level mage spell of the same name

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

- From level 9 can cast Protection From Normal Weapons once per day, as fifth level mage spell of the same name

- From level 11 can cast True Seeing once per day, as fifth level cleric spell of the same name

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

 

Disadvantages:

- Memorize one less spell per level

 

Sphere Access:

- Major access to the spheres of all, animal, astral, combat, divination, guardian, healing, necromantic, numbers, summoning, sun, travelers, weather

- Minor access to the spheres of charm, elemental, plant, wards

- No access to the spheres of chaos, creation, law, protection, thought, time, war

 

STORMLORD OF TALOS: Talos is the destructive force of nature. He is the god of storms, forest fires, earthquakes, tornadoes, and general destruction. He makes his home in the aptly named plane of Pandemonium. He attracts the destroyer, the raider, the looter, and the brigand among his followers. Talos' symbol is three lightning bolts, each a separate color, radiating from a centeral point.

 

Talos the Destroyer is the dark side of nature, the uncaring and destructive force that lies waiting to strike at any time. Talos is more feared than worshipped, which seems to account for his great popularity as much as anything. The church of Talos exults in the wild destruction of nature at its fiercest, trusting to its own luck and the favor (or ill-favor) of the god to protect it. Church members tend to be fatalistic in nature as a result--almost self-destructive. However, clerics of Talos wish to take as many others with them as possible.

 

Stormlords of Talos can only be of Chaotic Evil, Chaotic Neutral, and Neutral Evil alignments.

 

Advantages:

- Spiritual Weapon: Half-Spear - 'Fury of Talos' once per day

The Half-Spear is the spiritual weapon of Stormlords of Talos, and is wielded as if the caster had grand mastery in the weapon. The Half-Spear is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 25 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds and can be used once per day.

- Innate electrical resistance of 1% per level

- Destructive Blow once per day

Once per day, a Stormlord can focus the destructive wrath of Talos in combat. This spell grants the Stormlord +2 to damage and +2 to hit for one round per level, up to 20 rounds.

- Shocking Grasp once per day, as first level mage spell of the same name

- From level 3 can cast Storm Shield once per day

This spell lasts 1 round per level of the caster. It protects the caster from lightning, fire, cold and normal missiles.

- From level 5 can cast Lightning Bolt once per day, as third level mage spell of the same name

- From level 7 can cast Ice Storm once per day, as fourth level mage spell of the same name

- From level 9 can cast Cloudkill once per day, as fifth level mage spell of the same name

- From level 11 can cast Chain Lightning once per day, as sixth level mage spell of the same name

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

 

Disadvantages:

- Memorize one less spell per level

 

Sphere Access:

- Major access to the spheres of all, animal, astral, chaos, combat, elemental, healing, necromantic, summoning, war, weather

- Minor access to the spheres of creation, divination, protection, time

- No access to the spheres of charm, guardian, law, numbers, plant, sun, thought, travelers, wards

 

And a preview of the new kits we're designing:

 

SILVERSTAR OF SELÛNE: Selûne, Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Her eternal foe is the evil Shar, goddess of darkness, night, loss, and forgetfulness.

 

Selûne's ethos seems to be one of acceptance and tolerance over any other overriding principle. She is worshiped, or at least venerated, by a mixed bag of followers-navigators, and seamen, but also women, female spellcasters, good and neutral-aligned lycanthropes, those who work honestly at night, and those seeking protection from Shar. She places few demands on her followers, and her churches vary as do the phases of the moon, from opulent temples in Waterdeep to simple shrines in the Dalelands.

 

Selûne is often called the Moonmaiden for her connection to the silver moon that orbits Faerun. She is the goddess of the moon and travelers. Her clerics, called Silverstars, travel far and wide to help the oppressed and explore lost places. Silverstars are known for their open-minded tolerance and their hatred of bigotry.

 

Silverstars of Selûne can only be of Chaotic Good, Neutral Good, and Chaotic Neutral alignments

 

Advantages:

- Spiritual Weapon: Mace - 'Moon's Hand' once per day

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

- Infravision

- Can cast Moon Shield once per day

Upon casting this spell, the Silverstar receives a resistance to all magic. The resistance conferred is 2% per level of the cleric up to a maximum of 40% at 20th level. This resistance is set so if the target already has more magic resistance than the cleric would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.

- Can cast Faerie Fire once per day, as first level cleric spell of the same name

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

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

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

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

- From level 11 can cast Summon Air Elemental once per day, as sixth level mage spell of the same name

- From level 14 can cast Protection From The Elements once per day, as seventh level mage spell of the same name

 

Disadvantages:

- Memorize one less spell per level

 

Sphere Access:

- Major access to the spheres of all, animal, astral, combat, divination, guardian, healing, necromantic, numbers, summoning, sun, travelers, weather

- Minor access to the spheres of charm, elemental, plant, wards

- No access to the spheres of chaos, creation, law, protection, thought, time, war

 

BATTLEGUARD OF TEMPUS: 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.

 

Battleguards of Tempus can only be of Chaotic Neutral, Chaotic Good, True Neutral, and Chaotic Evil alignments

 

Advantages:

- Spiritual Weapon: Battleaxe - 'Battle Prowess' once per day

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

- Can place two proficiency stars in any melee weapon a cleric can use.

- Can go into a Berserker Rage once per day

- Can cast Remove Fear once per day, as first level cleric spell of the same name

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

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

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

- From level 9 can cast Chaos once per day, as fifth level mage spell of the same name

- From level 11 can cast Tenser's Transformation once per day, as sixth level mage spell of the same name

- From level 14 can cast Sphere of Chaos once per day, as seventh level mage spell of the same name

 

Disadvantages:

- Cannot place proficiency stars in ranged weapons

- Memorize one less spell per level

 

Sphere Access:

- Major access to the spheres of animal, combat, chaos, divination, elemental, necromantic, protection, and war

- Minor access to the spheres of all, guardian, healing, summoning, sun, wards and weather

- No access to the spheres of charm, creation, law, numbers, plant and thought

 

NIGHTCLOAK OF SHAR: Shar is the goddess of darkness, night, loss, and forgetfulness. Her 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.

 

Shar's mortal enemy is the goddess Selûne and the two fight on a number of levels throughout their immortal lives. There is a continual war between the two faiths, and jihads against Selûne and her followers are common where Shar is strong.

 

Clerics 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.

 

Nightcloaks of Shar can only be of Neutral Evil, Lawful Evil, Chaotic Evil, and True Neutral alignments.

 

Advantages:

- Spiritual Weapon: Chakram - 'Disc of Night' once per day

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

- Immune to all forms of Blindness.

- Can cast Blindness once per day, as first level mage spell of the same name

- From level 3 can cast Silence 15' Radius once per day, as second level cleric spell of the same name

- From level 5 can cast Dire Charm once per day, as third level mage spell of the same name

- From level 7 can cast Confusion once per day, as fourth level mage spell of the same name

- From level 9 can cast Feeblemind once per day, as fifth level mage spell of the same name

- From level 11 can cast Invisible Stalker once per day, as sixth level mage spell of the same name

- From level 14 can cast Power Word, Stun once per day, as seventh level mage spell of the same name

 

Disadvantages:

- Memorize one less spell per level

 

Sphere Access:

- Major access to the spheres of all, charm, combat, divination, guardian, necromantic, protection, and thought

- Minor access to the spheres of creation, elemental and healing

- No access to the spheres of animal, chaos, law, numbers, plant, summoning, sun, war, wards and weather

 

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

 

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

 

The teachings of the faith of Kossuth are built around an assumption that those fit to succeed will do so and that the faith of Kossuth is innately superior to other faiths, especially those of the other elemental lords and particularily to that of Istishia. (The Istishian and Kossuthian churches hate one another.) Fire and purity are one and the same; the smoke produced by fire is created by the element of air in its jealousy and through the impurities of the material cleansed by the flames. The driving force of the church is ambition, and the reward of successful ambition is power. Kossuthian doctrine also speaks of the inevitability of change to a higher state being accomplished by difficulty and personal pain of one type or another.  "No pain, no gain" is most definitely a Kossuthian sentiment.

 

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

 

Advantages:

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

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

- Has 2% fire resistance per level.

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

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

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

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

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

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

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

 

Disadvantages:

 

- Memorises one less spell per level.

 

Sphere access:

 

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

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

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

 

AUTHLIM OF IYACHTU XVIM: Iyachtu Xvim is said to the result of a union between the Black Lord, Bane, and a greater or a true tanar'ri, and thus the blood of Bane runs through his veins (another tale says he is the spawn of the Black Lord and a corrupted Paladin).

 

Also called the Godson and the Son of Bane, Xvim has served as Bane's instrument in the Realms, carrying out the will of his father. He appears either as a gaunt, naked man with a great scimitar or a black cloud with glowing green eyes.

Iyachtu Xvim was imprisoned under Zhentil Keep during the Time of Troubles, where he was held for ten years. He managed to free himself when Zhentil Keep fell during the Cyrinshad fiasco, where he also managed to steal the portfolios of tyranny and hatred away from Cyric. He is now the god of Fear, Hatred, Malice, and Tyranny. He is working toward fully taking the place of his father, Bane, this of course making him bitter enemies with Cyric. His following is strongest in the East, particularly in Thay, but his priests are rapidly spreading throughout the Realms.

 

His priest favor black robes trimmed with dark green. They also wear black iron gauntlets with glowing green eyes painted on the back of the hand. These gauntlets are actually the priests' holy symbols of Xvim.

 

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

 

Advantages:

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

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

- Immune to Fear.

- At level 9, becomes under the effects of a permanent Protection From Good spell.

- From level 1 can cast Spook once per day, as first level mage spell of the same name.

- From level 3 can cast Horror once per day, as second level mage spell of the same name.

- From level 5 can cast Poison once per day, as third level priest spell of the same name.

- From level 7 can cast Cure Critical Wounds once per day, as fourth level priest spell of the same name.

- From level 9 can cast Cure Serious Wounds once per day, as fifth level priest spell of the same name.

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

- From level 14 can cast Mantle once per day, as seventh level mage spell of the same name.

 

Note that the Authlim's curative innates can only be cast on themselves. Xvim, and his Authlim, despise weakness. Those that cannot take care of themselves do not deserve life.

 

Disadvantages:

- Memorize one less spell per level.

 

Sphere access:

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

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

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

Edited by Andyr

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Would it be possible to give Stormlords Call Lightning, seems appropriate?

Edited by Harbinger

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Stormlords get Call Lightning, but not as an innate. Some druid spells have been given to clerics and kitted clerics, if the spheres match. For example, Stormlords will get druidic spells such as Call Lightning and Iron Skins, but lose the 7th level Symbol spells and True Seeing, due to sphere restrictions. The sphere restrictions are probably going to be the hidden (dis)advantage for most of the kits. :D You can thank NiGHTMARE for hunting up all the appropriate spheres for the spells and restrictions for the kits.

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I know I'm probably being picky, but since Keli is a Silverstar...

 

Shards are planetars that are summoned only once a year during the holy day of The Conjuring of the Second Moon to do the bidding of Selune's terrestrial clergy for a single night.

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Hmm... I suppose so. But it doesn't specifically say what Shards do the rest of the time. Here's what "Faiths and Pantheons" says:

 

The Conjuring of the Second Moon, held every Shieldmeet, is a coordinated chant at every Faerunian temple of Selune.  This confluence of devotional energy summons the Shards, a cadre of blue-haired female planetars, to do the bidding of Selune's terrestrial clergy for a single night - usually battling the forces of Shar.  On the following dawn, the Shards elevate one mortal cleric to their order.

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You're right, that is rather ambiguous. I'll amend the description unless we can find a definitive answer regarding shards.

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Added another new kit, the Firewalker of Kossuth, to the original post.

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Thanks to you guys clerics finally make sense in this game. :D I might take them with me instead of all these potions you find. :D

 

If I have said this before just ignore me.

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If you can include a little more in the cleric kit descriptions, it might be a good idea to include the Dogma section from the Deity entries. Kossuth's gives a bit more reason why someone would want to worship him:

 

The teachings of the Kossuthian religon on Toril are built around an assumption that those fit to suceed will do so and that the faith of Kossuth is innately superior to other faiths, especially those of the other elemental lords and particularily to that of Istishia.  (The Istishian and Kossuthian churches hate one another.)  Fire and purity are one and the same; the smoke produced by fire is created by the element of air in its jealousy and through the impurities of the material cleansed by the flames.  The driving force of the Kossuthian church is ambition, and the reward of successful ambition is power.  Kossuthian doctrine also speaks of the inevitability of change to a higher state being accomplished by difficulty and personal pain of one type or another.  "No pain, no gain" is most definately a Kossuthian sentiment.

 

Novices in the Kossuthian faith are charged as follows: "The eternal Kossuth sends his pure fire to cleanse us all and temper our souls to a more pure state.  Expect to be tested and strive to rise to the challenge, no mater what difficulty or pain it brings you.  Follow the Promised above you, for they have proven their worth and achieved a higher state which you too can find in Kossuth's service.  Find the true vision, the final goal of your life, and pursue it utterly.  Give yourself totally to the cause, and it will return eternal rewards to you.  Guide the teeming masses to the pure light that is Kossuth so that he may reforge all life into its essential form, and complete order and harmony will follow."

 

The description that is currently posted is accurate, and should probably stay, but it presents an out of character perspective, whereas the dogma presents more of an in character perspective. Including both would be nice.

Edited by Caedwyr

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Right, thanks. I'll include some of that in there. A bit of info never hurt. :D

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

The mace is the spiritual weapon of Firewalkers of Kossuth, and is wielded as if the caster had grand mastery in the weapon. The flail is a regular weapon...

 

I notice that first the weapon is refered to as a flail, then a mace, and then a flail again. I think it should probably be refered to as a flail in all the instances....

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