zephyr
Gallant
Suffer no druid to live
Posts: 33
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Post by zephyr on Dec 29, 2010 19:33:09 GMT -5
Are the holy symbols that can be displayed for deities meant to all be charge / day, charge / use, or is it meant to vary between the deities? I noticed at least the Helm holy symbol is able to cast magic circle against alignment and aura of glory daily, but the Malar flag is only 2 charges / use of blood frenzy and camouflage.
Thanks in advance
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Post by Admin on Dec 29, 2010 21:00:25 GMT -5
They are all different based off what powers they grant and based off the theme of the deity.
Variety is the spice of life.
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Post by Wids on Apr 22, 2011 6:20:18 GMT -5
A not-yet-complete list of the server's holy symbols and their traits:
Holy Symbol of Clanggedin Silverbeard: Discipline +2, Aura of Glory (7) 1 charge/use, Divine Favor (5) 4 charges/use
Holy Symbol of Corellon Larethian: Hide -3, Light: Low (10m) Blue, Perform +2, Aura of Glory (7) 1 charge/use, Shield (5) 4 charges/use
Holy Symbol of Eldath: Heal +1, Aura of Glory (7) 1x/day, Silence (3) 1x/day
Holy Symbol of Helm: Discipline +2, Aura of Glory (7) 1x/day, Magic Circle against Alignment (5) 1x/day
Holy Symbol of Ilmater: Heal +2, Aura of Glory (7) 1x/day, Endurance (3) 1x/day
Holy Symbol of Kelemvor: Saving Throws: Death +2, Heal +2, Aura of Glory (7) 1 charge/use
Holy Symbol of Malar: Craft Trap +2, Set Trap +2, Blood Frenzy (7) 2 charges/use*, Camouflage (5) 2 charges/use*
Holy Symbol of Moradin: Craft Armor +2, Craft Weapon +2, Aura of Glory (7) 1x/day, Protection from Alignment (2) 1x/day
Holy Symbol of Savras: Search +1, Aura of Glory (7) 1x/day, Legend Lore (5) 1x/day
Holy Symbol of Umberlee: Cold Resist 5/-, Saving Throws: Divine -1, Saving Throws: Positive Energy -1, Negative Energy Burst (5) once/day
Holy Symbol of Valkur: Hide -5, Saving Throws: Reflex +2, Light: Low (10m) Blue, Aura of Glory (7) 1x/day, Endure Elements (2) 1x/day
Holy Symbol of Waukeen: Hide -5, Light: Low (10m) Green, Appraise +2, Persuade +2, Aura of Glory (7) 1x/day, Shield
More to come.
*Curiously enough, I noticed that Malar's holy symbol has charge-consuming powers but no apparent number of charges. Will these powers work?
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Post by Admin on Apr 22, 2011 6:55:17 GMT -5
Malar Holy Symbol charges is a bug I fixed but apparently forgot to update the shop since then.
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Post by Wids on Apr 22, 2011 15:34:41 GMT -5
Ah. Good thing I pointed that out, then. Maybe that fix will be enough to get Zephyr back in the game... won't it, Zeph?
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Post by Wids on Apr 30, 2011 4:20:54 GMT -5
There. Finally got into Lista's hut so I could check out her holy symbol of Eldath. And it only took Serrica's Endurance spell expiring while she was at 1 Hit Point to do it. Rassum frassum....
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Post by Micteu on May 4, 2011 1:03:28 GMT -5
Holy Symbol of Torm: Aura of Glory (7) 1 charge/use, Divine Favor (5) 4 charges/use
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Post by Admin on May 4, 2011 4:42:13 GMT -5
Tagged this thread with a [ SPOILER ] tag
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Post by Wids on Jul 11, 2011 4:10:18 GMT -5
"Hey, Serrica! I noticed that those kobold shamans and their Ray of Frost spells hurt you when you didn't have your holy symbol in hand, but they were harmlessly absorbed when you did! Are you a cleric of...." "No." "Really? I could swear the forums said..." "Silence, metaboy! " Come to think of it, do Auril and Istishia have holy symbols on this server yet?
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Post by Wids on Apr 21, 2012 8:11:15 GMT -5
Holy Symbol of Clanggedin Silverbeard: Discipline +2, Aura of Glory (7) 1 charge/use, Divine Favor (5) 4 charges/use Holy Symbol of Corellon Larethian: Hide -3, Light: Low (10m) Blue, Perform +2, Aura of Glory (7) 1 charge/use, Shield (5) 4 charges/use Holy Symbol of Eldath: Heal +1, Aura of Glory (7) 1x/day, Silence (3) 1x/day Holy Symbol of Helm: Discipline +2, Aura of Glory (7) 1x/day, Magic Circle against Alignment (5) 1x/day Holy Symbol of Ilmater: Heal +2, Aura of Glory (7) 1x/day, Endurance (3) 1x/day Holy Symbol of Kelemvor: Saving Throws: Death +2, Heal +2, Aura of Glory (7) 1 charge/use Holy Symbol of Malar: Craft Trap +2, Set Trap +2, Blood Frenzy (7) 2 charges/use*, Camouflage (5) 2 charges/use* Holy Symbol of Moradin: Craft Armor +2, Craft Weapon +2, Aura of Glory (7) 1x/day, Protection from Alignment (2) 1x/day Holy Symbol of Savras: Search +1, Aura of Glory (7) 1x/day, Legend Lore (5) 1x/day Holy Symbol of Umberlee: Cold Resist 5/-, Saving Throws: Divine -1, Saving Throws: Positive Energy -1, Negative Energy Burst (5) once/day Holy Symbol of Valkur: Hide -5, Saving Throws: Reflex +2, Light: Low (10m) Blue, Aura of Glory (7) 1x/day, Endure Elements (2) 1x/day Holy Symbol of Waukeen: Hide -5, Light: Low (10m) Green, Appraise +2, Persuade +2, Aura of Glory (7) 1x/day, Shield Holy Symbol of Torm: Aura of Glory (7) 1 charge/use, Divine Favor (5) 4 charges/use So as far as creating new holy symbols goes, Dorkling had a number of deities' symbols in the various shops but preferred to create new symbols on a by-demand basis; he didn't have Torm symbols on this server until Micteu rolled up a Tormite, the server didn't have Umberlee symbols until I rolled up my Umberlant, and so on. I don't agree with that approach myself, as it may discourage some players from choosing deities which aren't represented by holy symbols. Is the idea of rolling up a cleric of Sune made less appealing by the lack of Sune holy symbols on this server? It may be futile (and maybe a bit excessive) to create a holy symbol for every last deity in all the world's pantheons; do we really need holy symbols for the likes of Lolth, Laduguer, Isis, Zaltec, Asgorath, Fa Kuon and Blibdoolpoolp? But perhaps the more "mainstream" gods of the Faerûnian pantheons could use a bit more representation, and we do have a fair spread of merchants who already sell holy symbols and who could sell the symbols of allied deities as well; Lordi could sell symbols of Tyr, Torm and Lathander, Marion could sell symbols of Tempus, Istishia and Deep Sashelas, and so on. I might be tossing in a merchant or two when I get around to building Oresk, and I'm just about finished with putting the finishing touches on the new area I'm presently building, so I'd like to have some ideas on new holy symbols to pitch to Lucky before then. So it's brainstorming time. Let's rock talk, peeps.
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Post by Wids on Apr 21, 2012 9:14:23 GMT -5
Now, I never agreed with Dorkling's idea of any holy symbols having charges and spells based on those charges; a holy symbol should not be something that your god-fearing character burns out and tosses aside, in my opinion. So with these ideas I'll be sticking to either permanent-while-equipped buffs and debuffs, or once- or twice-daily powers, wherever possible. Sticking to the deity's word, theme and Domains is important too, of course. Gods of Fury:Talos: Cast Spell: Gedlee's Electric Loop (3) (1x/day), Cast Spell: Sound Burst (3) (1x/day), Cast Spell: Electric Jolt (1) (Unlimited uses/day), Saving Throw Bonus: Electrical +3, Damage Resistance: Electrical (10/-), Damage Vulnerability: Negative Energy (10%). Total Cost: 176 GP Auril: Damage Resistance: Cold (15/-), Cast Spell: Cone of Cold (9) (1x/day), Damage Vulnerability: Bludgeoning (10%), Damage Vulnerability: Fire (10%). Total Cost: 316 GP (Umberlee and Malar are already represented.) Orcish Pantheon:Gruumsh: Ability Bonus: Strength (+2), Skill Bonus: Intimidate (+2), Armor Class Bonus vs. Racial Group: Elf (+1), Cast Spell: Blood Frenzy (7) (1x/day), Decreased Skill: Spot (-2), Decreased Skill: Search (-2). Total Cost: 244 GP Bahgtru: Ability Bonus: Strength (+3), Decreased Ability: Intelligence (-2). Total Cost: 259 GP Ilneval: AC Bonus (+1), Skill Bonus: Discipline (+2), Skill Bonus: Parry (+2), Skill Bonus: Persuade (+2). Total Cost: 46 GP Luthic: Ability Bonus: Wisdom (+1), Skill Bonus: Heal (+2), Cast Spell: Barkskin (6) (1x/day). Total Cost: 95 GP Shargaas: Skill Bonus: Hide (+4), Skill Bonus: Move Silently (+2), Cast Spell: Darkness (3) (1x/day), Damage Vulnerability: Divine (5%). Total Cost: 64 GP Yurtrus: Cast Spell: Contagion (5) (1x/day), Cast Spell: Infestation of Maggots (5) (1x/day), Saving Throw Bonus: Disease (+4), Damage Vulnerability: Divine (25%), Decreased Skill: Heal (-4). Total Cost: 312 GP Bear in mind: 1) The Total Cost is just a general idea of an item's worth or power, and 2) Decreases and penalties don't affect the Total Cost any. So I've tried to balance things out a bit by adding higher penalties for the more potent icons. Just a little something to keep in mind here. So...think I'm on the right track so far?
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