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[Kit Pack] Deities of Faerûn [Cleric Kitpack for IWD, BG(2)EE and EET]

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Hi :)

I would like to announce the new kitpack nobody wants: Deities of Faerûn!

This kitpack is made of some components:

Current Version: 1.6.7

Link to Download (Github)

Kits

The kits per se. At the moment there are 24 kits: Auril, Baervan, Bane, Baravar, Bhaal, Clangeddin, Cyric, Helm (revised), Ilmater, Lathander (revised), Loviatar, Malar, Mask, Mystra, Oghma, Selûne, Shar, Sune, Talona, Talos (revised), Tempus (revised), Torm, Tyr (revised), and Umberlee!

Those deities also receive multiclass kits! Check the next post to know more details.

All the kits were designed to be as close to PnP as possible, being changed only what could not be done within the Infinity Engine boundaries or would impact gameplay balance too much.

Every kit receives its deity personalized Holy Symbol which grants while equipped: Bless, a +1 bonus do Turn/Command Undead, a +1 bonus to spellcasting time and one extra level spell for every circle.

The Holy Symbol is automatically granted once the cleric reaches level 25.

On top of that, some kits receive new and exclusive spells as below:


1) SUNE

Rapture
(Enchantment/Charm)

Sphere: Thought
Range: 15-ft/level
Duration: 2 turns
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special

This spell has two effects: when cast upon an ally it will put it on a state of bliss, raising its morale and banishing all effects of disease, fear, sleep, and charm. When cast upon an enemy the target must make a Saving Throw vs. Paralyzation or become stunned during the effect of the spell.

---

Emotion
(Enchantment/Charm)

Sphere: Benediction/Dread
Range: Visual range of the caster
Duration: See below
Casting Time: 4
Area of Effect: 7-ft. radius
Saving Throw: See below

The Heartwarder can inspire one of the following emotions of target:

HOPE: This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain, during 1 hour, a morale boost and +2 on their Saving Throws, attack rolls, and damage rolls. This spell nullifies all hopelessness effects within the area of effect at the time of casting.

COURAGE: This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain, during 1 hour, +1 to hit, +3 to their damage rolls, and +5 temporary Hit Points (which can put them above their maximum Hit Points). This spell nullifies all fear effects within the area of effect at the time of casting.

FEAR: This spell creates the emotion of fear within the area of effect. All enemies who fail to save vs. Spell flee for 5 rounds. This spell nullifies Emotion, Courage within the area of effect at the time of casting.

HOPELESSNESS: This spell creates the emotion of hopelessness within the area of effect. All enemies who fail to save vs. Spell just stand and do nothing for 1 turn. This spell nullifies Emotion, Hope within the area of effect at the time of casting.

======================================================================

2) CYRIC

Dark Aura
(Alteration, Invocation/Evocation)

Sphere: Dread
Range: 0
Duration: 3 turns
Casting Time: 7
Area of Effect: A sphere of 15-ft radius
Saving Throw: None

This spell creates a spherical miasma of gloom and menace centered on the caster. When this spell is cast, all evil-aligned beings attack at a +1 bonus to their attack and damage rolls, all good-aligned creatures strike at a -1 penalty to their attack and damage rolls, and the caster is personally empowered to strike at a +3 bonus to PRO_HISHER attack and damage rolls. Neutral-aligned beings (with respect to good and evil) are unaffected by this spell. Once cast, the spell moves with the caster and does not need to be concentrated on to be maintained.

---

Instill Madness
(Enchantment/Charm)

Sphere: Thought
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

Instill Madness causes the subject to become completely insane unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon it.

======================================================================

3) SHAR

Darkness
(Alteration)

Sphere: Shadow
Range: 20 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: None

This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works. Every creature, foe or friend, will be blinded during the effect of this spell unless it leaves the affected area.

---

Nightmare
(Invocation, Illusion/Phantasm)

Sphere: Thought
Range: 40 ft.
Duration: 2 turns
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

This spell enables the Nightcloak to put PRO_HISHER victim in a deep slumber and send a hideous and unsettling vision to the recipient, causing 1d10 points of magic damage. A Saving Throw vs. Spells is allowed to avoid all the effects.

---

Eyebite
(Enchantment/Charm, Illusion/Phantasm)

Sphere: Thought
Range: 60 ft.
Duration: 1 round/3 levels
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

An eyebite spell enables the caster to merely meet the gaze of a creature and speak a single word to cause an effect. The Nightcloak selects one of four possible gaze attacks at the time the spell is cast. Every effect can be resisted with a Saving Throw vs. Spells with a -4 penalty. The four effects of the spell are as follows:

CHARM: The Nightcloak can charm a single person or monster. The effect is to make the charmed subject absolutely loyal and docile to the caster, even to the point of personal danger. It is otherwise the same as a Domination spell.

FEAR: The Nightcloak can cause fear. The subject flees in blind terror for the duration of the spell.

SICKEN: This power enables the caster to cause sudden pain and fever to sweep over the subject's body. The target will suffer a -4 penalty to Strength, Dexterity, Constitution, Armor Class, Thac0, damage and a 50% penalty to its Movement Rate.

SLEEP: The Nightcloak can cause an individual to fall into a comatose slumber.

======================================================================

4) BAERVAN

Changestaff
(Alteration)

Sphere: Plant
Range: Touch
Duration: 5 turns
Casting Time: 4
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster is able to change a specially prepared staff into a treant-like creature of the largest size, about 24 feet tall. When the priest plants the end of the staff in the ground and speaks a special command and invocation, the staff turns into a treant-like creature with 12 Hit Dice, 80 hit points, and Armor Class 0. It attacks twice per round, inflicting 4d6 points of damage with every successful attack. The staff-treant defends the caster and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. The transformation lasts either for as many turns as the caster has experience levels or until the staff is destroyed, whichever occurs first. If the staff-treant is reduced to 0 hit points or less, it crumbles to a sawdust-like powder and the staff is destroyed.

======================================================================

5) HELM

Mace of Odo
(Evocation)

Sphere: War
Range: 0
Duration: Special
Casting Time: 10
Area of Effect: One magical mace-like construct
Saving Throw: None

This spell enables a Watcher to create a magical mace in PRO_HISHER hand. The Mace of Odo is wielded immediately when casting is complete and protects the Watcher against all level 1 and level 2 spells.

A Mace of Odo strikes as a +5 weapon and does 3d6+5 points of damage. Creatures of 2 HD or less must make a successful Saving Throw vs. Paralyzation when struck by the mace or be paralyzed for 3 turns.

The mace vanishes after one strike or after 3 rounds.

---

Wyvern Watch
(Abjuration, Evocation)

Sphere: Protection
Range: 30 ft.
Duration: Special
Casting Time: 5
Area of Effect: 30-ft. radius
Saving Throw: Neg.

This spell is known as wyvern watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature that approaches the guarded area may be affected by the "wyvern" and must roll a successful Saving Throw vs. Spells or stand paralyzed for one round per level of the caster, until freed by the Watcher, by a dispel magic spell, or by a remove paralysis spell. A successful saving throw indicates that the subject creature was missed by the attack of the wyvern-form, and the intruder was not affected.

---

Seeking Sword
(Evocation)

Sphere: War
Range: 30 ft.
Duration: 2 turns
Casting Time: 7
Area of Effect: One magical sword-like construct
Saving Throw: None

This spell brings into being a shimmering blade of force that appears as a sword of any description the caster desires, typically a broadsword. The sword forms in midair and is animated by the will of the caster (who need never touch it), flashing about as it attacks. The blade can strike four times per round, doing 2d4 points of damage with each successful hit, but cannot act beyond the caster's line of sight.

Although it has no attack or damage bonuses, a seeking sword is considered a +4 magical weapon for determining what sorts of beings it can strike. It has 15 Thac0, 30 Hit Points, 5 AC and can only be harmed by fire, magic, acid or crushing damage. Another spell casting is impossible while maintaining the spell, though the caster may move at half his or her normal movement rate per round while doing so.

======================================================================

6) LATHANDER

Boon of Lathander
(Conjuration/Summoning)

Sphere: Benediction
Range: 0
Duration: 6 rounds
Casting Time: 7
Area of Effect: The caster
Saving Throw: None

During this spell's effect, the spell recipient receives bonuses of + 1 on attack rolls and +1 on all saving throws and is allowed one extra attack per round. The spell recipient glows with a rose-red radiance during this time of augmented ability. This radiance is similar to faerie fire in appearance, but it does not carry with it the benefits that opponents would gain when attacking a creature outlined in faerie fire.

---

Faerie Fire
(Alteration)

Sphere: Fire
Range: 80 ft.
Duration: 2 turns
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None

This spell enables the caster to outline one or more objects or creatures with a pale glowing light. Outlined creatures are easier to strike; thus, opponents gain a +2 bonus to attack rolls. Note that outlining can render otherwise invisible creatures visible.

---

Sunrise
(Evocation, Alteration)

Sphere: Light
Range: Touch
Duration: Instant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special

With this spell, the caster evokes a dazzling sphere of light equal to natural sunlight around himself. Any undead touched by the Dawnbringer will suffer 4d6 points of damage, be blinded and, for vampires and shadows only, destroyed. A Saving Throw vs. Spells is allowed to halve the damage and deny the other effects.

======================================================================

7) OGHMA

Legend Lore
(Divination)

Sphere: Knowledge
Range: 0
Duration: Special
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

With this spell, the Lorekeeper can extend PRO_HISHER knowledge immensely. The caster gains 100 points of Lore for five rounds, is capable of using any item for two rounds and learns how to unequip cursed items, cure diseases and neutralize poisons.

======================================================================

8) ILMATER

Martyrdom of Ilmater
(Abjuration, Alteration)

Sphere: Vigor
Range: 0
Duration: 3 rounds
Casting Time: 3
Area of Effect: The caster
Saving Throw: None

By means of this spell, the Painbearer call a beneficial servant of Ilmater to possess PRO_HIMHER. During this possession, the priest can resist any sort of physical attacks, but can't move, cast spells or fight back.

---

Endurance of Ilmater
(Abjuration, Alteration, Necromancy)

Sphere: Vigor
Range: Touch
Duration: 6 rounds
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None


This spell doubles the hit points of the spell recipient for the spell duration. Any damage suffered is taken first from these phantom hit points until they are all exhausted; damage is only then taken from the real hit points of the affected being. The spell also protects the vitality of the spell recipient so that all checks of any sort against contracting diseases automatically succeed, and all other Saving Throws receive a +2 bonus.

=====================================================================

9) MASK

Shadowcloak
(Alteration)

Sphere: Shadow
Range: 0
Duration: 1 turn
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

This spell creates a semisolid fog of amorphous shape that engulfs the caster and moves with PRO_HIMHER for the duration of the spell.

A shadowcloak both confuses attackers with its swirling, smoky chaos, and slows strikes so that all attacks against the shadowcloak-user occur at a -3 attack penalty and a damage penalty of-1 point per die. The shadowcloak also muffles all sounds made by the cloaked being (regardless of that being's desires), so that even shouted speech seems faint and distant, and all sounds short of breakage or metallic ringing or clinking are very likely to be completely blanked out.

The shadowcloak grants to the Silentwalker a 100% bonus to Move Silently, a 50% bonus to Hide in Shadows and puts the caster under the effect of Silence.

=====================================================================

10) AURIL

Frost Dagger
(Evocation)

Level: 1
Sphere: Water
Range: 30
Duration: Instant
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special

This spell creates a dagger that flies to a target determined by the caster. This weapon hits for 1d4+5 points of cold damage and the target must make a Saving Throw vs. Death or be frozen for 1 round.

---

Frost Whip
(Evocation)

Level: 2
Sphere: Water
Range: 5
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Special

This spell creates a whip made of pure ice that is used immediately against a target designed by the caster for 4d4 points of cold damage. The whip makes the area around the target slippery - a Saving Throw vs. Wands must be made, otherwise the target will slip three feet away from the caster.

---

Frost Sword
(Alteration, Evocation)

Level: 4
Sphere: Water
Range: 0
Duration: 1 turn
Casting Time: 4
Area of Effect: The caster
Saving Throw: None

This spell creates a swirling sword-shaped formation of jagged, fast-swirling ice shards extending from the caster's hand. Weightless and nonmetallic, it is considered a +2 enchanted weapon for purposes of determining what it can hit and strikes at THACO 6, regardless of the caster's normal combat abilities. Its touch lacerates for 3d4 points of damage and chills for an additional 1d6 points of cold damage.

---

Conjure Ice Elemental
(Conjuration/Summoning)

Level: 6
Sphere: Water
Range: Visual range of the caster
Duration: 10 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Ice Elemental spell, the Icevassal opens a special gate to the Paraelemental Plane of Ice, and an ice elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears; a 35% chance that a 16-Hit-Dice elemental appears; and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their elemental.

=====================================================================

11) UMBERLEE

Dehydrate
(Alteration)

Level: 4
Sphere: Water
Range: 40
Duration: Instant
Casting Time: 4
Area of Effect: One creature
Saving Throw: Neg.

This spell evaporates moisture from the bodies of the target creature, inflicting 1d8 points of magic damage per level of the caster (maximum 10d8) on a failed Saving Throw vs. Death.

---

Drown
(Alteration)

Level: 4
Sphere: Water
Range: 30
Duration: 1 turn
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special

This spell fill the lungs of the target creature with water. Creatures that do not breathe are unaffected. Drowning creatures suffer -4 to Armor Class, -4 to hit, -6 to Dexterity, one less attack per round, and half movement rate during the effect of the spell. On top of that, the target takes 4d8 of crushing damage. A successful Saving Throw vs. Spells negates all effects except for the damage.

=====================================================================

12) SELÛNE

Moonbeam
(Invocation)

Level: 2
Sphere: Light
Range: 60
Duration: 5 rounds
Casting Time: 2
Area of Effect: One creature
Saving Throw: Neg.

This spell can only be used outdoors. The Silverstar calls a beam of light from the sky and directs it to a target blinding it and turning it incapable of becoming invisible for the duration of the spell. A successful Saving Throw vs. Breath avoids all the effects.

---

Shooting Star
(Invocation)

Level: 7
Sphere: Light
Range: 100
Duration: Instant
Casting Time: 7
Area of Effect: 15-ft. radius
Saving Throw: None

A priest casting shooting stars creates a violent turbulence in the air above the area of effect, from which a number of magically-charged miniature starts to erupt and shower onto the ground. Within the area of effect, all creatures suffer 6d10 points of magical damage and 48 points of crushing damage. A successful Saving Throw vs. Spells at a -4 penalty indicates half damage.

=====================================================================

13) TALONA

Poison Touch
(Necromancy)

Level: 2
Sphere: Affliction
Range: 0
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special

This spell creates a deadly poison in the caster's hand or another chosen limb. Touching a creature will deliver this poison immediately and enforce a Saving Throw vs. Poison.

If the saving throw succeeds, the victim takes 1 point of damage and the corrosive magic eats a hole in any armor or garment worn and causes a disfiguring eruption of the skin beneath the touched area, reducing the target's Charisma by 2. If the saving throw fails, the victim suffers 6 points of damage and is slowed instantly for three rounds and in the next round the second stage of the poison applies.

On this second round, the victim must make another Saving Throw. If it succeeds, the victim suffers 1 point of damage, is corroded as discussed above, and the spell ends. If this second Saving Throw fails, the victim suffers 3d6 points of additional damage, loses another 2 points of Charisma, and the third (and final) stage of the poison begins.

On this third round, the victim must make another Saving Throw. If it succeeds, the victim suffers 1d10 points of poison damage. If it fails, the victim will fall into a coma that will last for 1 turn.

=====================================================================

14) LOVIATAR

Touch of Loviatar
(Alteration)

Level: 1
Sphere: Affliction
Range: Touch
Duration: 5 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: Neg.

This spell is the reason why a Pain of Loviatar has this title. The touched creature must make a Saving Throw vs. Spell or be afflicted by a pain that gives a -4 penalty to its attack rolls and a -2 penalty to its AC.

---

Whip of Flame
(Invocation/Evocation)

Level: 2
Sphere: Affliction
Range: 12
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special

The Pain creates a whip made of fire that is directed against a creature. The whip damages the target with fire by 1d8 and imposes a Saving Throw vs. Breath Weapons. A failure means that the target is burning and will keep receiving 3 points of fire damage per round until succeeds on the saving throw.

---

Whip of Pain
(Necromancy)

Level: 3
Sphere: Affliction
Range: 10
Duration: Special
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special

A whip is created by the Pain and immediately used against a creature and imposes a Saving Throw vs. Spells. If succeeds, the target only gets 2d4 points of slashing damage. If it fails, the target suffers a huge pain that gives a -2 penalty to its attack rolls, a -1 penalty to its AC and makes impossible to concentrate enough to cast spells.

---

Touch of Torment
(Necromancy)

Level: 4
Sphere: Affliction
Range: 0
Duration: Special
Casting Time: 7
Area of Effect: One creature
Saving Throw: Special

By touching a creature, the Pain attacks its nervous system, delivering an overwhelming pain, causing 4d6 points of magic damage and completely incapacitating the target.

At the end of the first round, the victim makes a Saving Throw vs. Spells. If it succeeds, the spell ends. If it fails, 2d6 points of magic damage are delivered and the victim is incapacitated for another round.

At the end of the second round, the victim makes another Saving Throw vs. Spells. If it succeeds, the spell ends. If it fails, 1d6 points of magic damage are delivered and the victim is incapacitated for a third round when the spell expires.

---

Ensnarement
(Necromancy)

Level: 6
Sphere: Perdition
Range: 35
Duration: 10 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell summons an Erinyes to serve the Pain. The priest must be successful in a mental battle in order to control the devil.

The Erinyes has 48 HP, 15 Thac0, AC 0, can only be damaged with weapons +2 or better, strikes twice per round and each hit drains one level of the target.

=====================================================================

15) BANE

Mystic Lash
(Invocation/Evocation)

Level: 5
Sphere: War
Range: 10
Duration: Special
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special

Casting this spell creates a long whip of ghostly, glowing red force that emanates from the priest's hand. A mystic lash does 2d8 points of electrical damage. Targets who are hit by the lash are entitled to a Saving Throw vs. Spells to take half damage. The strike of the lash also has a magical effect randomly chosen from the list below:

1: Target is stunned for 2 rounds

2: Target is paralyzed for 1 round and will stay paralyzed until a successful Saving Throw vs. Spells is made

3: Target takes an extra 2d4 points of slashing damage

4: Target is hurled 25 yards away from the Dreadruler and suffer an extra 2d6 points of bludgeoning damage.

=====================================================================

16) BHAAL

Bone Dagger
(Invocation/Evocation)

Level: 1
Sphere: Affliction
Range: 0
Duration: 3 rounds
Casting Time: 1
Area of Effect: Special
Saving Throw: None

This spell creates a dagger on the Deathstalker's hand that can't be dropped or unequipped for the duration of the spell. The dagger strikes as a +2 weapon, but does not offers a bonus for hit or damage and can be used despite the cleric's proficiency. Every time the dagger strikes, there's a chance of 1% for every two 2 levels of the caster of automatically slaying the target creature.

---

Plane Skipping
(Alteration)

Level: 6
Sphere: Perdition
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

The Deathstalker enters the Plane of Gehenna while those around PRO_HIMHER appear to be frozen in time. While in the other plane, the PRO_HESHE can move freely for 30 seconds, but can't attack, cast spells, use items or turn undead while this spell lasts. The Deathstalker must be cautious, as there's a 5% chance of a Pit Fiend follow PRO_HIMHER during the Plane Skipping.


Be aware that some kits were altered to fit their PnP counterpart (as Tyr) and some abilities were completely altered (like Seeking Sword)!

Did you notice the spheres listed? It's because this mod is completely integrated with Faith's and Pantheons sphere system (by @subtledoctor and @Grammarsalad )! But be aware that this mod must be installed before FnP and the sphere system. I don't know yet how it would behave with FnP's non-cleric components (like Paladin, Druid, and Ranger kits) but it will probably be ok.

For full compatibility, you'll need at least version 0.74.28 of FnP.

Before blowing your mind even more let me tell you guys about the things I know that are wrong but I can do nothing about:

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

Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling he up.

Wait? Anomen? YES! Next component!

Kits for NPCs

Every single NPC-priest from the game (except those added by mods, but this can be altered with a little dialogue with other modders) receives one of those kits. Some adjustments were made in terms of stats and alignment so they can fit the kit's requisites.

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

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

Well, I think is over... BUT NO, IT IS NOT!

Thanks to @CamDawg 's guide and a huge help from @kjeron we have now some...

Stronghold Alterings

Hold your breath, cause here comes the list!

- Auril: Talos

- Baervan Wildwanderer: Druid, Ranger

- Bane: Talos, Fighter

- Baravar Cloakshadow: Thief

- Clangeddin: Helm, Fighter

- Cyric: Talos, Thief

- Helm: Helm

- Ilmater: Lathander

- Lathander: Lathander

- Loviatar: Talos

- Malar: Talos, Druid

- Mask: Talos, Thief

- Mystra: Wizard

- Oghma: Bard, Wizard

- Selûne: Lathander

- Shar: Talos

- Sune: Lathander, Bard

- Talona: Talos

- Talos: Talos

- Tempus: Fighter

- Torm: Helm, Paladin

- Tyr: Helm, Paladin

- Umberlee: Talos


This component would not be possible without @kjeron backing me up. Actually, he built this, all I did was testing (a lot). Thanks, mate!

For now, it is over! In the next post I'll get into details about the kits and NPCs altering. Or you can check them yourself by downloading from here !

Before we go to the next post, let me say thanks to some people here:

@kjeron , dude, you deserve a statue. You're the most helpful person I ever met.

@Gwendolyne I would never have started modding if it wasn't for your kindness and patience.

@subtledoctor and @Grammarsalad for encouraging me with this work and letting me use their sphere system.

@CamDawg and @argent77 for the helpful codes and tools.

@Aquadrizzt for the multiclass-kit tool that made the NPC kits possible.

@Arctodus for the brainstorming.

@Necromanx2 for all the patience and bug reports that made this mod better.

In the meantime: do you have an NPC mod of a Cleric and want to crossmod? Get in touch! I'm a lovely person when I'm not drunk!

---

Here is what I intend to release, chronologically (if possible):

Selûne -> Umberlee/Auril/Malar -> Loviatar/Talona -> Bane/Myrkul/Bhaal (IWD only) -> Morndinsamman -> Lords of the Golden Hills -> Yondalla's Children -> Seldarine -> Dark Seldarine -> Elemental Lords -> Orc Pantheon -> Gond/Deneir/Milil -> Tymora/Beshaba.

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