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Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)

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Faiths and Powers: Gods of the Realms

This purpose of this thread is to announce a mod created by @subtledoctor and myself which will increase the number of options for cleric and divine classes. This thread will also host discussion about specific implementation and (in time) be the place to download the actual mod.

The first few posts will contain the most up-to-date information about the mod itself.

Goals

This mod has a few goals:

-To allow all cleric characters (as well as others) to select a god, and have that selection translate into meaningful, flavorful, abilities and disadvantages for their character.

-Related, to allow for different orders within a given church hierarchy to have their own unique, and flavorful abilities.

-To expand the number of selections to an indefinite (as now) number of deities (my personal hope is to include all of the Gods and orders of Faerun, if possible)

-To expand role-play options based on these selections (a very long term goal)

Features


With these goals in mind, the plan (already in motion) is to include the following:

- A sphere system. This is not identical to pnp, at least partially because keeping too close to pnp leaves players with few spells in some cases, or leaves cleric characters without spells that allow them to do what is generally expected of them (as seen in DR).

- "Real" kits. Initial Kits will not be deity specific. Rather, deity selection will occur in a dialog format. This selection will alter their kit in various ways depending on the deity selected. So, you might select a "Champion" kit at character creation. But champion of who? Well, for that you have to select your deity. Many of these 'sub-kits' will have unique name. For example, if you created a Champion, and selected Tempus, your title will be "Gloryblood of Tempus". Deity selection will be limited by race, kit, and alignment (and occasionally, stats). So, for example, your Chaotic Evil, Cha 4, Champion will not be able to select Sune. But, at the same time, alignments will be expanded as they make sense for each deity. For example, you do not necessarily have to be evil to select Talos as your patron. Maybe you are more unstable than evil, and would like your chaotic neutral priest to worship Talos (rather than Helm(?)). This will be possible (and, chaotic neutral Helmites will not be possible.)

- Altered quests and dialog depending on deity selection. This is a very, very long term goal, and will not be included in the initial release, but the idea is that clerics of various deities will react differently to (eg) the events in the cleric stronghold as well as the events leading up to the stronghold. Your Chaotic Neutral Stormbringer of Talos will not join another church. Also, expect Glorybloods to take the fighter stronghold rather than work for some stuffy Helmites.

In this post we will describe the various kits and class changes. In the following posts, domains, and deities will be described.

(Note that all abilities are in flux. As the specifics change, these posts will be updated. Please, please, feel free to give suggestions and (constructive) criticism!)

Class Changes: Cleric

Clerics will begin play with a number of kit options, including:

Class: Base Cleric
[spoiler]
Not very many changes here. Of necessity, the cleric will be able to 'use' all weapons, as the various deities have different preferences for cleric weapon use. Proficiency will be limited to the weapons normally available to the cleric, and (possibly) a few extra 'simple' weapons such as daggers, crossbows, and short swords. However, like SoB, proficiency slots will be (optionally) expanded to allow for increased specialization for normal clerics (i.e. 2 points for all weapons, and mastery with their chosen weapon. Details need to be worked out, but this is the current assumption in the write-ups to follow.) Deity selection will expand these selections and possibly give automatic proficiency in various weapons. Initial spell memorization will be governed by 'general' spheres that should be available (more or less) to all clerics. Deity selection will add special abilities, and expand sphere access appropriate for the deity in question. This is true of all cleric kits (except the Ur-Priest.)
CLERIC: The Cleric is a generic priest (of any mythos) who tends to the spiritual needs of a community. Though  is both protector and healer,  is not purely defensive.  When a threat to the church arises, the Cleric is well suited to it out on its own ground and destroy it.

CLASS FEATURES:
– May wear helmets.
- Medium Armor: may not wear armor heavier than chain.
– May use any shield except Tower Shields.
- Simple Weapon Proficiency: The cleric can gain one point in spears, short swords, daggers, short bows, and any blunt weapon.
- May gain maximum ranks in any fighting style.
- May Turn, or Rebuke Undead.
- May cast priest spells up to 7th level.
- Full Casting Progression
- Lore 4/level
- Hit Die: d8
- Medium THAC0 Progression
- Gains Special Abilities, and spell access depending on the deity that worships.
- Select Deity: Gains the following bonuses, the specifics of which vary by selected deity:
*Can specialize in deities' favored weapon.
*Sphere access: Average access: 12 spheres, major access to 6 spheres
*Various granted powers as they level up

Deity access: Helm, Talos, Lathander, Tempus, Bane, Azuth, Deneir, Oghma, Mystra, Selune, Shar, Tyr, Torm
[/spoiler]

Cleric kit: Priest
[spoiler]
PRIEST: Also known as "Archivists" or "Cloisters", Priests are especially pious and studious clerics that rarely venture beyond abbey walls.  However, when they do go adventuring, their skills and spells are quite useful, even if they lack combat training typical of most clerics.
Advantages:
- Lore: 8/lev
- Devoted Servant: Priests always get more bonus spells than other clerics of the same deity as the have spent years cultivating a connection with that deity through rigorous ritual and meditation. As such, they gain +1 spell per spell level.
- Use Magic Device: Through their studies, priests have experience with various magic items and are able to use magic items that are normally barred to them. As such, they can use wizard scrolls and wands (may, or may not be satisfactorily implementable--we'll see).

Disadvantages:
- Light Armor: may not wear armor heavier than studded leather.
– May not equip shields larger than bucklers.
- Cannot specialize in their deity's favored weapon, but can become proficient in their deitie's favored weapon, even if proficiency is otherwise prohibited.
- Gains only d6 HD per level.
- Slow (Wizard) THAC0 progression
- D6 HD

Deity access: Loviatar, Sune, Ilmater, Talona, Talos, Lathander, Mykrul, Azuth, Deneir, Oghma, Mystra, Selune, Shar, Leira, Beshaba, Talona
[/spoiler]
Cleric Kit: Ur-Priest
[spoiler]
UR-PRIEST: Ur-Priests are heretical practitioners that have found a way to wrest divine power from the gods with the use of ancient and forbidden rituals.  As might be expected, this behavior is frowned upon by the gods, and Ur-Priests have to keep their profession secret or risk persecution or worse.
Advantages:
- Sphere Access: High Access: Maximum access possible within the constraints of the engine. SPECIFICS TO BE DETERMINED. (and fluff will be modified accordingly)
- Steal Spells: Drain spells from other casters to replenish their own slots. Ability improves with level (and will hopefully be useful enough to compensate, with expanded spell access, for missing granted abilities).

Disadvantages:
- Cannot Turn Undead
- Cannot specialize in any weapon

Deity access: None, despises the gods.

Restrictions: Cannot be of a good or lawful alignment
[/spoiler]




Class Changes: Druid to Mystic

The plan right now is to change the name of the base druid to "Mystic" and make the standard druid a kit of that class. The feeling is that Mystic implies more than just a 'nature focused' class (though, it is conceivable that a given mystic might be 'nature focused').

Class: Base Mystic TO DO
[spoiler]
MYSTIC: fluffy fluff
CLASS FEATURES:
- Light Armor: may not wear armor heavier than studded leather.
– May not equip shields larger than bucklers.
- Simple Weapon Proficiency: The cleric can gain one point in spears, short swords, daggers, short bows, and any blunt weapon.
- May gain a single rank in any fighting style.
- May cast priest spells up to 7th level.
- Exceptional Casting Progression (+1 spell/level compared to the cleric)
- Lore 2/level
- Hit Die: d8
- Medium THAC0 Progression
- Gains Special Abilities, and spell access depending on the deity that worships.
- Select Deity: Gains the following bonuses, the specifics of which vary by selected deity:
*Sphere access: Low access: 10 spheres, major access to 5 spheress
*Sphere Focus: Gains early access to one of their available (Major access) spheres, as determined by deity selection
*Various granted powers as they level up

Deity access: Akadi, Malar, Eldath, Chauntea, Grumbar, Istishia, Kossuth, Mielikki, Moander, Shaundakul, Silvanus, Talos, Selune, Mystra, Shar, Beshaba, Talona
[/spoiler]


Mystic Kit: Incarnate
[spoiler]
INCARNATE: Often called, "Chosen", Incarnates are 'natural' priests, with little or no connection to any church hierarchy.  It is less true to say that they choose their deity than they are 'chosen' by a given deity (whether they like it or not) for their temperament, and natural connection to divine magic.  Often peasants, they typically have few skills or other special training.

Advantages:
- Divine Savant: Incarnates are naturals when it comes to divine magic. They can cast +1 spell per spell level. In addition, their divine spells are especially potent, and are cast at their cleric level +2.

Disadvantages:
- Cannot wear armor.
- Does not gain specialization in any weapon, nor access to any additional weapon training.
- Unpracticed: Incarnates are natural conduits of divine power, chosen by the gods, but are uninitiated and cast in an untrained, unorthodox and clumsy manner. Their spells are cast at -2 casting speed. --TO DO
- Gains only d6 HD per level.
- Slow (Wizard) THAC0 progression
- D6 HD

Deity access: Bane, Loviatar, Sune, Ilmater, Talona, Talos, Lathander, Mykrul, Deneir, Oghma, Mystra, Selune, Shar, Leira, Beshaba, Talona
[/spoiler]

Mystic Kit: Druid
[spoiler]
DRUID: The Druid serves the cause of nature and neutrality; the wilderness is  community, and  uses  special powers to protect it and to preserve balance in the world.

Advantages:
- Shape Shift: Can Shape Shift into various animal and elemental forms. Forms vary by deity.
- Superior Sphere access: 12 spheres, major access to 6 spheres
- Animal Companion: Gains an animal familiar that can fight alongside .

Disadvantages:
- Slower casting progression: -1 spell per spell level

Deity access: Auril, Akadi, Malar, Eldath, Chauntea, Grumbar, Istishia, Kossuth, Mielikki, Moander, Shaundakul, Silvanus, Talona.

Restrictions: Must have a neutral component to alignment
Notes:
(SoB has done a lot of great work on druids, and the plan is to incorporate that work into this one. For example, standard Forest Druids of Silvanus will shape shift into wolf, rat etc as in that mod. Druids of Malar--at least one sect--will be SoB's lycanthropic druids, and so on.)

Naming/ability scheme:
Druids of Silvanus: 'Standard' Forest Druids
Shamelessly copied from Kamigoroshi's post:

Druids of Ghaunadaur (BG saga)/ Moander (IWD) = the Gray Druid branch
Druids of Ubtao / Thard Harr = the Jungle Druid branch
Druids of Ulutiu / Auril = the Arctic Druid branch
Druids of Grumbar / Geb = the Mountain Druid branch
Druids of Talona / Sebek = the Swamp Druid branch
Druids of Nobanion / Malar = the Plains Druid branch
Druids of Kossuth / Set = the Desert Druid branch

Note to self: Update per the list
[/spoiler]

Mystic Kit: Alienist
[spoiler]
(NOTE REVISE!) ALIENIST: While all mystics concern themselves with the supernatural to some extent, the alienist has dedicated self to the study of the truely alien. Through this study, has gained insight and power over the bizzar, but sanity has taken a hit, and is more vulnerable to psychic manipulation.
Advantages:
- Superior Sphere Focus: Gains sphere focus to more than one sphere, and/or gains unique sphere access. Details vary by specialty.

Disadvantages:
- Slower casting progression: -1 spell per spell level
- Sphere access: Very low, even for a mystic. Gains access to 4 major sphers, and 8 total spheres.

Special:

- Select Focus: Does not select a deity per se, but selects from a number of 'interests' that control sphere access and special abilities.

Specialties include:

2015/09/04: Merged with the alienist kit
- Elementalist
* Sphere Focus: all four elemental spheres. No major access to any other sphere(?) Minor access to ~4 more spheres.
* Shapeshift into various greater and lesser elemental forms
* Elemental familiar(?)
* More(?)

- Oozemaster
* Sphere Focus: Unique ooze sphere(?)
* Shapeshift into various ooze forms
* Ooze familiar(?)
* More(?)

- Hivemaster
* Sphere Focus: Unique insect sphere(?). Animal(?)
* Shapeshift into various insectoid forms; perhaps even a swarm if I can make it work
* Giant Insect or arachnid familiar(?)
* More(?)

2015/09/04: Merged with the alienist kit
- Diabolist
* Sphere Focus: (?).
* Shapeshift into various devilish forms
* Imp familiar(?)
* More(?)

2015/09/04: Merged with the alienist kit
- Demonologist
* Sphere Focus: (?).
* Shapeshift into various demonic forms
* Quazit familiar(?)
* More(?)


I see both the alienist types as something straight out of Cthulu: they become obsessed with something totally alien and monstrous, are more than a little unhinged, but can gain great power, even if ultimately they are consumed by it.
[/spoiler]

Class Changes: Paladin to Champion
Paladins are goody goody. Not all warriors that dedicate themselves to the gods are. "Champion" is (hopefully) a more neutral term.

The plan is to better support non-good paladins, and to allow all to select a deity (or demon, whatever).

Class: Base Champion
[spoiler]
CHAMPION: Like the Fighter, the Champion is a person of action and combat. However, the Champion lives for the ideals of  deity, and strives to be a living example of the tenants of  faith.

CLASS FEATURES:

– May wear helmets.
– May wear any armor and use any weapon.
– May not exceed Specialization (two slots) in any weapon class, unless that weapon is favored by deity, in which case can gain mastery.
– May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style.
– Hospitalar: May use Lay On Hands ability once per day to heal a target for 2 Hit Points per level of the Champion.
– May Turn Undead as a Cleric two levels lower, starting at level 3.
– May cast priest spells starting at level 3.
– Receives a +2 bonus to all Saving Throws.
– Hit Die: d10
- Full THAC0 progression
- D10 HD
- Lore 1/lev
- Smite Infidel (Details to come)
- Gains various special abilities depending on deity choice
- Can gain Mastery in any weapon (High Mastery in god's chosen weapon)
- Select Deity: Gains the following bonuses, the specifics of which vary by selected deity:
*Can gain High Mastery in god's favored weapon
*Sphere access: Minor access only; determined by deity
Deity access: Helm, Bane, Torm, Tyr, Tempus, Kelemvor (will be undead slayers; will make them have full turn undead), Lathander (ditto on the undead turning).
[/spoiler]


Champion Kit: Inquisitor
[spoiler]
INQUISITOR: The Inquisitor has dedicated  life to finding and eliminating imposters within the faith, especially those that use magic to deceive the faithful, and  god has provided  with special abilities toward that end.
Advantages:
- Oracle at 1st level (dispels all illusions)
- Minor Globe of Invulnerability at 5th level
- Breach at 10th level
- Spell Turning at 15th level
– Immune to hold and charm spells.
– May cast True Sight once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

Disadvantages:
– May not turn undead.
– May not use the Lay On Hands ability.
– May not cast priest spells.

Deity access: Bane, Mystra, Azuth, Kelemvor...depends on sphere access. TO BE UPDATED
[/spoiler]

Champion Kit: Zealot
[spoiler]
ZEALOT: Not every champion is a part of the church heirarchy.  Many individuals feel a divine connection to a deity, ...(REVISE)
Advantages:
- Frenzy (bonuses and uses to be determined)
- D12 HD

Disadvantages:
– May not turn undead.
– May not use the Lay On Hands ability.
- Light Armor: may not wear armor heavier than studded leather.
- Does not gain extra training in deity's favored weapon

Deity access: I want to include just about every deity here. Zealots aren't part of any church hierarchy, or order; they just 'zealously' follow some god of their own accord out of pure faith, and are rewarded for it.
[/spoiler]

Champion Kit: Blackguard
[spoiler]
BLACKGUARD: The Blackguard epitomizes evil and is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Often confused for an Anti-Paladin, who is merely a champion of a dark god, they sink to an even lower level, for the Blackguard has turn away the gods completely, and has made a dark pact with a major demon or devil lord. While this pact offers relative autonomy, and great power while the blackguard lives, the price is their very soul. Because of this, the Blackguard is especially depraved, and is hated and feared by all.
Advantages:
- Absorb Health
- Poison weapon
- Aura of Despair

Disadvantages:
- Light sphere access (demons and devils are limited in the spells that they can grant)
- Can gain Mastery in any weapon (High Mastery in god's chosen weapon)
- Does not gain extra weapon training

Patron: List demon and devil lords here...
[/spoiler]

Class Changes: Ranger

The plan is to better support non-good rangers as well (and to allow all to select a deity).

Details forthcoming.


Class Changes: Bard

We want to, at the very least, include a bard kit (hymnist?) that is devoted to a specific deity. Details are in flux, but are forthcoming.

Class Changes: Other possibilities

Barbarian: A possible way to differentiate the barbarian from the berserker is to make the barbarians rage something of a religious expression of devotion to a god or spirit/animism
.

Shaman:Shaman support is planned. We need more details about the class first, though.

Other Ideas

Item Crafting: Healing potions and such.

Orisons: Basically, cantrips for clerics. See SoB.

Rituals: Special spells with a long casting time, increased effects, but have special requirements (either costing gold, requiring special materials, cause the caster non-lethal damage, or other). Very up in the air. But if something like this gets implemented, it would have a kit called the "Ritualist" which would specialize in these spells.

Download Link

To be added


Compatibility

We will work to make this mod as compatible and modular as possible.


Special Thanks:

Overhaul, Bioware, Black Isle, Atari, Wizards of the Coast: Mods aren't possible without the games.

Avenger: DLTCEP is essential.
http://gibberlings3.net/forums/index.php?showtopic=23917

Argent77: As is Near Infinity.


The keepers of IESDP: Again, essential.

http://gibberlings3.net/iesdp/index.htm


Weimer, the Bigg, and Wisp - and anyone else involved with Weidu, or the various tutorials. Again, essential.

http://weidu.org/WeiDU/README-WeiDU.html

Playtesters:
@iavasechui, @Aedan, @ineth, @Kalanyr, and @Brer_Rabbit on these forums, and @agb1, @roxanne, @buli and @ALIENquake over at G3.

Extra special thanks to @ineth for being so helpful!

Gibberlings3: A very friendly group of modders. These guys are always helpful with any issues:

http://gibberlings3.net/forums/index.php?showforum=16

Avenger and Wisp: For the atweaks mod. I have learned so much from that lovely mod.

http://www.shsforums.net/topic/38261-atweaks-v442-released/

Camdawg: For all of his helpful tutorials and advice, as well as his Divine Remix mod, which has been very inspirational:

http://gibberlings3.net/forums/index.php?showforum=29

Aquadrizzt: I've learned a lot from this guy.

Subtledoctor: Is it appropriate to thank a co-author? Ahh, he deserves it! Check out his mod Scales of Balance:

https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1

Mordeus and Requiem: Their Faiths of Faerun mod has been very inspirational:

https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1

Special thanks to Kjeron for some timely help with code for the sphere system

CrevsDaak: For his lovely tutorial found here:

http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1

Wolpak: Very knowledgeable fellow. Learned a lot from him.

Elminster The formatting in this post wouldn't be possible without his beautiful post re: The frosty Journey. Also, check out the mod:

https://forums.beamdog.com/discussion/36181/a-frosty-journey-the-iwdee-kitpack/p1

Smeagolheart : I have learned a lot from his mods, especially

https://forums.beamdog.com/discussion/18629/mod-kit-tomes/p1

Kamigoroshi, bob_veng, vallmyr, Cahir, Mozziah: Helpful Suggestions


Anybody else I am forgettingI'm sure I'm forgetting a few. Will update as my memory improves :P

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