Favoured Soul MkII
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Favoured Soul MkII
http://wiki.arelith.com/Cleric#Favoured_Soul
Since I've not seen any word on this I was wonder, is this coming to Regulith at some point? It looks like a lot of fun and really plays closer to the books than the current.
Though I do have a question for whoever made it - the Favoured Soul does not get bonus spells(which if I recall is 1 extra spell per level) or domain abilities(such as stronger summons) but do they get domain spells? I would hope so, since if you're a favoured soul then getting spells related to your deity makes sense - for example an Akadian could take Air for some lightning spells, destruction for some fog spells, travel for speed or trickery to be hidden. It would give a bit more flavour than just the standard repertoire of cleric spells.
Since I've not seen any word on this I was wonder, is this coming to Regulith at some point? It looks like a lot of fun and really plays closer to the books than the current.
Though I do have a question for whoever made it - the Favoured Soul does not get bonus spells(which if I recall is 1 extra spell per level) or domain abilities(such as stronger summons) but do they get domain spells? I would hope so, since if you're a favoured soul then getting spells related to your deity makes sense - for example an Akadian could take Air for some lightning spells, destruction for some fog spells, travel for speed or trickery to be hidden. It would give a bit more flavour than just the standard repertoire of cleric spells.
Path_of_Play wrote:Fear, intimidation, anger - All these, the tyrant's tools.
Laughter, encouragement, play - not simply just for fools.
These tools reveal,
More is learned,
From another in an hour of play,
Than in a year of contention.
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Re: Favoured Soul MkII
Ignore me, misread
Last edited by Gods_Kill_People on Sun Oct 15, 2017 6:51 am, edited 1 time in total.
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Re: Favoured Soul MkII
No domain spells.
I haven't see anyone mention this coming to regular Arelith. It doesn't sound too broken, or at least I can think of. Domain spells is what really breaks clerics, and those are removed with this special class.
I haven't see anyone mention this coming to regular Arelith. It doesn't sound too broken, or at least I can think of. Domain spells is what really breaks clerics, and those are removed with this special class.
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Re: Favoured Soul MkII
Bumping this - is this possibly coming to Regulith? It does look like a lot of fun.
Path_of_Play wrote:Fear, intimidation, anger - All these, the tyrant's tools.
Laughter, encouragement, play - not simply just for fools.
These tools reveal,
More is learned,
From another in an hour of play,
Than in a year of contention.
Re: Favoured Soul MkII
Best to assume no until the devs say yes.
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Re: Favoured Soul MkII
That is why I'm asking again a few months later, hoping the devs will say yes
Path_of_Play wrote:Fear, intimidation, anger - All these, the tyrant's tools.
Laughter, encouragement, play - not simply just for fools.
These tools reveal,
More is learned,
From another in an hour of play,
Than in a year of contention.
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- Joined: Sat Mar 18, 2017 7:09 am
Re: Favoured Soul MkII
Having played one, as a fair warning: it's not very good. It was cool to be a favored soul and not a cleric again, though, RP-wise.
Clerics are just socially acceptable warlocks.The devil does not need any more advocates
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Re: Favoured Soul MkII
Personally I'm fine with not-very-good mechanically in return for rp-flavour!
Last edited by WanderingPoet on Thu Dec 28, 2017 9:03 pm, edited 1 time in total.
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Re: Favoured Soul MkII
A relatively simple fix would be letting them keep one domain and.. Idunno. Some of the pnp favored soul stuff would help. Weapon proficiency, damage resistance, etc.
Clerics are just socially acceptable warlocks.The devil does not need any more advocates
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Re: Favoured Soul MkII
Keeping one domain would be nice for flavour, like letting a Favoured Soul of Talos actually cast Call Lightning. A bit of a shame there are 1000000 gods, otherwise It'd be great to limit domains or just give actual 'god spells' per god, but that'd not likely be viable unless it was grouped by god type.
That actually could be interesting - have it so when favoured souls pick a god they get to choose two of the 'aspects' of their deity. For example, you choose Corellon Larethian, Elven god of war and destruction and hearth/home which'd give the choice between Elven, War, and H/H - they can pick two.
So keeping them at about 10 spell levels:
Elven: Mage Armour, lesser spell mantle, Vine Mine
War: Aura of Vitality, Divine Power (Level 3)
Hearth and Home: Heal (Level 5), Wall of Fire
Others:
Nature: Call Lightning, Gust of Wind, Cat's Grace, Spike Growth
Knowledge/Invention: Identify, Legend Lore, Clair/Clair
Trickery: Invisibility, Improved Invisibility, Camouflage, Shadow Conjuration
Magic: Magic Missile, Mord's Disjunction
Dwarf: Stoneskin, Earthquake (Level 7)
Etc
Spitballing, could probably give more spells without getting really much more powerful, and add the strength of the deity (greater, major, lesser, demigod) etc as another type - but control over the actual spells without needing to make a set per deity. This would fall apart a bit with nature gods, as many are of death, or various elements (earth god with gust of wind is odd), but it could give a nice set of spells to choose from without the super powers of domains.
...This got a bit more Feedback than Question, oops.
That actually could be interesting - have it so when favoured souls pick a god they get to choose two of the 'aspects' of their deity. For example, you choose Corellon Larethian, Elven god of war and destruction and hearth/home which'd give the choice between Elven, War, and H/H - they can pick two.
So keeping them at about 10 spell levels:
Elven: Mage Armour, lesser spell mantle, Vine Mine
War: Aura of Vitality, Divine Power (Level 3)
Hearth and Home: Heal (Level 5), Wall of Fire
Others:
Nature: Call Lightning, Gust of Wind, Cat's Grace, Spike Growth
Knowledge/Invention: Identify, Legend Lore, Clair/Clair
Trickery: Invisibility, Improved Invisibility, Camouflage, Shadow Conjuration
Magic: Magic Missile, Mord's Disjunction
Dwarf: Stoneskin, Earthquake (Level 7)
Etc
Spitballing, could probably give more spells without getting really much more powerful, and add the strength of the deity (greater, major, lesser, demigod) etc as another type - but control over the actual spells without needing to make a set per deity. This would fall apart a bit with nature gods, as many are of death, or various elements (earth god with gust of wind is odd), but it could give a nice set of spells to choose from without the super powers of domains.
...This got a bit more Feedback than Question, oops.
Re: Favoured Soul MkII
It's been a little while since I threw this together, but I think there are limitations on being able to add and remove spells from cleric spellbooks. Clerics don't have a memorised spell list, per se.
It should be possible to add domains to the character based on their deity (or aspects), though. Giving Magic to Magic domain, Knowledge to K&I, Plant to Nature (since the aspect power works around plants rather than animals), Healing to H&H, and War to W&D would be a neat boon, while still avoiding some of the most powerful domain powers (no Haste or Improved Invis). Obviously deities with two aspects would be significantly better than single aspect deities, though. I never did get around to halving the effectiveness of two-domain deities.
It should be possible to add domains to the character based on their deity (or aspects), though. Giving Magic to Magic domain, Knowledge to K&I, Plant to Nature (since the aspect power works around plants rather than animals), Healing to H&H, and War to W&D would be a neat boon, while still avoiding some of the most powerful domain powers (no Haste or Improved Invis). Obviously deities with two aspects would be significantly better than single aspect deities, though. I never did get around to halving the effectiveness of two-domain deities.
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Re: Favoured Soul MkII
With EE (and haks) right around the corner, paths feel rather antiquated as a concept.
I'd sooner hold out for a full-fledged favored soul class than a path with relatively minimal benefits and RP possibilities.
I'd sooner hold out for a full-fledged favored soul class than a path with relatively minimal benefits and RP possibilities.
Re: Favoured Soul MkII
Hopefully with the new EE release around the corner it will be made easier to make classes too!