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About Surtr

  • Birthday 06/10/1986

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    Within the dire winters of frostfell
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    RPG's, D&D, religions, occultism, mysthic, heavy metal, melody metal, epic metal, true metal, death metal, hollywood metal, anime, japan, different cultures, runes, ancient languages, traditions, fantasy/horror books, manga, demonology, nature, diving.

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  1. Hi guys, long time not seen! Here's another kit idea coming from me: the greenwood ranger. GREENWOOD RANGER: The extremely rare greenwood ranger is indeed the strangest of all rangers. Through urgent prayers to the gods of nature, his body has changed over time and assumed plant-like qualities, which improve his relationship to the plant world, and awards him with remarkable abilities. The greenwood ranger is coated from head to toe with a thick brown bark, not unlike the bark of an oak, and tiny branches stick out from his torso, arms, and legs. His hair he once had have been replaced by some combination of green vines, moss, and leaves. Greenwood rangers normally life in the depths of forests and jungles in faerûn, far away from urban areas. For a greenwood ranger, all natural lifes are equally precious: He will mourn for the loss of a tree as well as about the passing away of an human companion. Sphere Access: - Major access to the spheres of healing, plant, and weather. - Minor access to the spheres of elemental (earth), and sun. - No access to the spheres of all, and animal. Advantages: - The thick bark-skin of the greenwood ranger gives him a strong protection against attacks. Just like a tree, the greenwood ranger becomes more resistant over time. After the first-time acquisition of his powers on 4th level, his natural AC improves to 5. For each level afterwards, his AC improves by 1, reaching to a maximum of -6 at 15th level. Furthermore, he only takes half damage dealt by piercing weapons. - The greenwood ranger can speak with plants. He can call them for help in battle so that they entagle his enemies. The result is similar to the spell "entangle", however, there are some important differences: The greenwood ranger himself and all of his allies are not affected by the effects of this ability. This ability can be used at will, but not casted several times at the same time. - Greenwood rangers can heal a part of their injuries by sprouting their roots into the earth and absorbing healthy nutrients from the ground. A greenwood ranger can cure 3 hit points per level that way. This ability is useable 1/day. - On 10th level, the greenwood ranger sprouds a third arm from his torso. The third arm grants him 2 additional attacks per round and also a +3 bonus to all of his hit-throws. Disadvantages: - Does not gain 'Charm Animal' as an innate ability. - The greenwood ranger, caused by his unusual appearance, doesn't wear any clothing practically and cannot make use of armors, helmets and shields. - Greenwood rangers have limited weapon choices. They can only use axes, clubs, spears, halberds, quarterstaves, bows and crossbows. - Maximum Dexterity is 2 points lower than a standard member of the race. Furthermore, they suffer a -5% penalty to stealth. - The greenwood ranger is extremely vulnerability against fire because of his plant-like anatomy. He suffers 40% more damage from all fire-based attacks & effects. - He also doesn't tolerate extreme cold well, though clearly better than fire. He suffers 10% more damage from all cold-based attacks & effects.
  2. I'll vote that DR gives the paladins their immunity to disease. If you guys decide to let the Medician kit have immunity to poison, then perhaps you could add a Slow Poison or Remove Poison ability as well? It would seem rather strange to me if the Medician were immune to poison but cannot fight it, like disease and injuries.
  3. Yah, my mind got a bit blank by the Divinate kit since I have no idea how to change its disadvantages into the BGII engine. :shrugs: Well, either way […] My main goal with this little thread here is to give the Divine Remix team ideas for new Paladin kits. So be my guests and feel free to change their advantages & disadvantages to your likings.
  4. I've read about the Divinate, Medician and Militarist in the AD&D source The Complete Paladin's Handbook. Though I had a fairly hard time to figure out their possible advantages/disadvantages in BGII, I like the end results! DIVINATE Devoutly religious, Divinates serve as the military branch of their church and consider themselves soldiers of their gods. Their religious discipline imbues them with a clear sense of purpose; promoting the principles of their faith is not only morally correct, but a sacred duty. Advantages: • In addition to the standard spheres a paladin can use, Divinates have minor access of the spheres of Charm, Guardian, and Sun Disadvantages: • None MEDICIAN The Medician seeks to thread the sick, alleviate suffering, and save lives. Much of her training has been devoted to medical arts, and she follows a religion whose deities promote healing and compassion. Though as much an enemy of evil as any paladin, the Medician has decided that she can best uphold her principles by fighting injury and disease. Advantages: • Immune to disease • May cast Cure Disease once per day per 4 levels, as third level cleric spell of the same name • May cast Lay on Hands once per day per 4 levels, as the standard paladin ability Disadvantages: • -1 to hit and -1 damage with all weapons a paladin can use MILITARIST The Militarist is a battlefield virtuoso. War is a sacred act, he believes, and a chance for spiritual redemption. By defeating enemies in combat, he pays tribute to his gods and secures his place in the afterlife. Advantages: • Can place three proficiency stars in any melee weapon a paladin can use • Immune to backstab • +2 to hit and +2 damage with all melee weapons a paladin can use Disadvantages: • May not cast priest spells • May not turn undead • May not use missile weapons And a little idea for the Totemic Druid kit at the end: Since they’re able to summon spirits, wouldn’t it make sense to give them minor/major access to the Summoning sphere? Just though that spells such as Summon Animal Spirit and Conjure Animals could fit them.
  5. Nice, it's good to know that the wasteland druid will be included in future versions of Divine Remix! However, I have two questions about the progression you’ve planned for this kit: Originally the wasteland druid has pretty strong Fortitude and Will saves (with Reflex as the weakest one), so why did you add those bonuses to paralysis/death saves and penalties to petrification/polymorph saves? Also, why no alignment restriction (besides any Neutral), rebuke undead (if possible), and the -2 to Wisdom as stated in Undead, site 59? Ahh, seems I’m still confused with spheres and domains. Guess it's a bad habit that comes from reading 3rd/3.5 edition books too much... I’ll look forward to see the Frostmaiden of Auril and the others then.
  6. First, I'm sorry if these kit ideas were already been discussed before but I didn't found any topics about them. As you may know, the Blighter is from the D&D source Masters of the Wild (3ed) & the Wasteland Druid is from the D20 System book Undead (3ed). Both druid PrC's have an unique RP flavour which makes them interesting and different from the other druids. After a lot of thinking, I've more or less changed both PrC's to kits for the BG2 engine. But since I’m under average familiar with this kind of engine, I don’t know if they’re code-able or not. :shrugs: Just though it may be fun to play a different type of druid in BG2 than the common tree&animal-huggers. BLIGHTER When a druid turns away from the land, the land turns away from her. Some ex-druids make peace with this change; others seek to restore the bond. A few, however, actually embrace their disconnection from nature and become forces of destruction. These few, called blighters, leave their mark wherever they tread. The vast majority of blighters are nomadic loners constantly in search of green lands to destroy. Some are grim; others laugh at the destruction they wreak. Almost all, however, are friendless and mad. What puts them over the edge is the knowledge that nature gets the last laugh: To gain their spells, they must seek out the richest forests of the land, even if it’s only to destroy them. Thus, even though they’ve turned away from nature, they must constantly return to it. Advantages: - From level 5 can cast Burning Hands at will. This ability functions in the same manner as the first level wizard spell Burning Hands - From level 9 can use Undead Wild Shape; 1/day plus one use every two additional blighter levels. Undead Wild Shape functions like Wild Shape, except that the forms available are those of undead creatures (specifically skeletons) formerly of the animal type. In addition, she gains the ability to take the shape of a Large skeletal animal at 11th level, an incorporeal skeletal animal at 13th level, and a Huge skeletal animal at 15th level - From level 12 can use Contagious Touch; 1/day plus every two additional blighter levels. This ability functions in the same manner as the fourth level wizard spell Contagion. - From level 14 can use Animate Dead Animal 1/day. This ability functions in the same manner as the five level wizard spell Animate Dead, except that it affects only corpses of animal creatures - From level 16 can use Plague 1/day. This ability functions in the same manner as the fourth level wizard spell Contagion, except that it affects all targets within a 20-foot radius. - Major access to the spheres of necromantic and chaos. Disadvantages: - Must be of non-good Alignment - Cannot summon woodland beings, animals (except insects & vermin), or other servants of nature - Does not gain other druidic special abilities (such as the standard wild shape forms, immunity to poison, or the elemental resistances at high levels) - No access to spells from the spheres of animal (except insect & vermin spells), plant, healing, and sun WASTELAND DRUID Most druids see death as a continuum. Death returns a creature to its native soil and allows new life to spring forth. If a herd is not culled, then soon the land is stressed beyond all capacity and can no longer support any life. Some druids take this doctrine to the extreme. Those druids that live in broken or devastated lands must adopt a new philosophy, one in which not ever acre of land is filled with the teeming life of the wild. Wasteland Druids live on the edge of life and undeath that must be honoured. From the viewpoint of their nature loving cousins, the Wasteland Druid is an abomination and a blessing all at once. Who else will do what must be done, despite the horrors of such a task? Advantages: - Major Access to the sphere of necromantic - Can rebuke undead like an evil cleric does - From level 5 can use Undead Form; 1hour/day plus one additional use on 7th, 9th, 11th, and 13th level. He can change at 5th level into a ghoul, skeleton, or zombie. At 7th level he may change into a ghast, at 9th into a wight, at 11th into a wraith and finally at 13th level into a ghost - From level 8, wasteland druids never eat, drink, or sleep. This grants them immunity to all sleep and exhausting effects - From level 15, wasteland druids have permanently resist elements on themselves which is effective against all energy forms. This ability cannot be dispelled or be turned off Disadvantages: - Must be of Neutral Evil Alignment - On character creation, he receives a -2 to wisdom - Does not gain other druidic special abilities (such as the wild shape forms, immunity to poison, or the elemental resistances at high levels) Also, two questions about spheres and clerics: Will we see the spheres destruction, evil, good and moon at some point in the future? And do you guys plan to add the Frostmaiden of Auril and the Beastlord of Malar for v4 or v5? I’d love to see those, together with Gruumsh’s cleric of course.
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