This is a mini-mod that started in this thread, the v1 of which became incorporated in the BG1 NPC Project. I'm putting this out there if anyone wants to beta test, and because Ergopad is doing some similar things for his NPC Attributes mod. It includes the following components, which should be self-explanatory:
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[N]o, [Q]uit or choose one:
1] Dagger (Baravar's weapon; allows use by all cleric/mages)
2] Flail (BG1 weapon; STR +2, CON -2; lowers flail STR req. from 13 to 10)
3] Mace (Tutu weapon; STR +1, CON -1; lowers mace STR req. from 10 to 9)
4] Quarter Staff (BGT weapon)
Install Component [Tiax: change weapon]?
[N]o, [Q]uit or choose one:
1] Short sword (Cyric's weapon; allows use of all small blades by cleric/thieves)
2] Mace (BG1/BGT weapon; lowers mace STR req. from 10 to 9)
3] Quarter Staff (Tutu weapon)
4] Dagger (allows use by all cleric/thieves)
Install Component [Quayle: mage instead of cleric avatar]?
[I]nstall, or [N]ot Install or [Q]uit?
Install Component [Tiax: thief instead of cleric avatar]?
[I]nstall, or [N]ot Install or [Q]uit?
Also, I'm putting out for discussion some half-coded future components, including the possibility of:
- new spells (see below)
- special items for NPC gnomes (cloak and wavy dagger of Baravar, symbol of Cyric, etc.)
- option to kit Tiax either as a Cleric/Assassin or Strifeleader of Cyric (from Divine Remix)/Thief
- option to kit Quayle as a Hoodwinker of Baravar (new kit)
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The church of Baravar is highly regarded for its efforts on behalf of the Forgotten Folk in the ongoing battles between goblins, kobolds and gnomes of the same tunnels and caves, even if the more cultures gnomes find the priesthood's methods somewhat brutish. Baravar's faithful are deservedly admired for their skill in manipulating the Weave and crafting illusions of incredible realism. But their penchant for deception has earned them a measure of distrust among most gnomes, even those who seek to emulate the trickery of Garl Glittergold.
Baravar's priests favor the garb of rogues, including leather armor and light weapons. Their ceremonial garb consists of a hooded black cloak, a gray cloth mask and an ornate silver dagger with a wavy blade. Hoodwinkers must be gnomes, and may be of neutral good, chaotic good, neutral or chaotic neutral alignment.
Abilities:
- Spiritual Weapon: Dagger, "Silver Shadow" once per day
Silver Shadow is the spiritual weapon of Hoodwinkers of Baravar, and is wielded as if the caster had grand mastery in the weapon. Silver Shadow 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.
- May hide in shadows as a ranger of the same level and set snares at 10 points per level
- May cast wizard spells from the illusion school
- From level 3 can cast Mirror Image once per day, as the 2nd-level wizard spell
- From level 5 can cast Phantasmal Mantle once per day, as the 3rd-level specialty priest spell (see below)
- From level 7 can cast Dimension Door once per day, as the 3rd-level wizard spell
- From level 9 can cast Phantasmal Killer once per day, as the 4th-level wizard spell
- From level 11 can cast Mislead once per day, as the 6th-level wizard spell
- From level 14 can cast Prismatic Spray once per day, as the 7th-level wizard spell
Sphere Access:
- Major access to the spheres of all, chaos, charm, creation, elemental earth, elemental fire, guardian, healing, protection, summoning, thought and wards
- Minor access to the spheres of combat, divination, law, sun and travelers
- No access to the spheres of animal, astral, elemental, elemental air, elemental water, necromancy, numbers, plant, time, war and weather
Quote
Level: 1
Sphere: Creation
Range: Touch
Duration: Until triggered
Casting Time: 3
Area of Effect: 3-foot diameter
Saving Throw: None
A snare will cause 5 HP of missile damage to anyone who walks over it except the person who set it and anyone in his party. It can be avoided if detected, or disarmed with the remove traps skill.
Hide in Shadows (Illusion)
Level: 1
Sphere: Wards
Range: Self
Duration: 2 rounds
Casting Time: 0
Area of Effect: Caster
Saving Throw: None
The caster can try to disappear into shadows or any other type of concealment - bushes, curtains, crannies, etc. He can hide this way only when no one is looking at him. The caster can never become hidden while enemies are watching, unless they are blinded or otherwise distracted. Spells and special effects that reveal invisible objects can reveal the location of someone hidden.
Battlefate (Alteration)
Level: 1
Sphere: Chaos
Range: 20
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None
This spell alters probability to favor one character or creature locked in battle. His opponent may stumble at an awkward time, a clumsy parry might catch the enemy's weapon at just the riht angle, or he happens to notice the foe moving in for a flank attack. The more powerful the priest, the more potent the aid. Combat modifiers provided by Battlefate equal +1 per three levels, so a 1st-level caster provides a +1 bonus, a 4th-level caster a +2 bonus, a 7th-level caster a +3, and so on to a maximum of +5 for a 13th-level priest. The exact form of the aid or assistance varies from round to round as follows:
d6 Effect
1 Nothing happens
2 Defenses enhanced: apply bonus to subject AC
3 Luck enhanced: apply bonus to saving throws
4 Accuracy enhanced: apply bonus to attack rolls
5 Damage enhanced: apply bonus to damage rolls
6 Lucky opening! Subject gains one extra attack with either enhanced accuracy or damage
Note that on a roll of 1, Battlefate does not help the character the priest intends to aid - such is the nature of chaos.
Chaos Ward (Abjuration)
Level: 2
Sphere: Chaos
Range: Touch
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
By using this spell, the priest can create a shimmering aura of whirling light that surrounds the chosen creature. This protective aura makes the spell recipient more difficult to hit in hand-to-hand combat by providing a -1 bonus to the subject's Armor Class. Against missile attacks or ranged spells aimed directly at the recipient, the Chaos Ward is even more effective since it provides a -2 bonus to AC and a +2 bonus to any saving throws required. In addition, there is a chance that missile attacks or directed spells may be deflected or reflected by the chaotic energy of the shield, as shown below:
d% Effect
01-80 No unusual effect: subject gains normal benefits of Chaos Ward
81-90 Spell or attack automatically defeated
91-100 Spell or attack reflected back at originator: normal attack roll or saving throw applies
In order to qualify as a spell aimed directly at the recipient, a spell must affect only the subject in question. A spell such as Sleep that happens to include the subject in its area of effect does not count as a directed spell and does not trigger the Chaos Ward.
Phantasmal Mantle (Abjuration)
Level: 3
Sphere: Wards
Range: 15
Duration: 10 turns/level
Casting Time: 8
Area of Effect: 30-foot sphere
Saving Throw: None
This spell confers a special magic resistance against illusion and divination spells. This magic resistance functions in a similar manner to standard magic resistance, but only against spells for the schools of illusion or divination. Those protected receive 4% magic resistance per caster level, in addition to saving throws normally allowed. A successful Dispel Magic spell ends the effect prematurely.
Phantasmal Killer (Illusion)
Level: 4
Sphere: Thought
Range: Visual range of caster
Duration: 1 round
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Special
The caster of this spell creates the illusion of the most fearsome thing imaginable to the victim, simply by forming the fears of the victim's subconscious mind into something that its conscious mind can visualize - the most horrible beast imaginable. If it succeeds in scoring a hit, the subject dies from fright. The beast is invulnerable to all attacks and can pass through barriers. The only defenses against a phantasmal killer are an attempt to disbelieve (saving vs. spell), slaying or rendering unconscious the wizard who cast the spell.
Adamantite Weapon (Alteration)
Level: 4
Sphere: Elemental (Earth)
Range: Touch
Duration: 1 round/level
Casting Time: 7
Area of Effect: Caster's weapon
Saving Throw: None
By means of this spell, the priest casts a powerful enchantment upon his weapon with the strength of adamantite, the most magical mineral known. The Adamantite Weapon gains a +2 bonus to attack and damage rolls for the duration of the spell, which is one round per level of the caster. As an incarnation of elemental earth, the weapon gives a +4 bonus against creatures of elemental air or magical avians such as winged baatezu or tanar'ri.
Edited by Miloch, 02 August 2008 - 04:54 PM.














