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The Deity System
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Author:  Peeves [ Wed, Feb 23 2011, 21:53 PM ]
Post subject:  The Deity System

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Taking a deity as your patron
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You can bind to a god (or: take a deity as your patron god) if you meet the alignment requirements. Everybody can bind to a god, and pray to it, but Clerics get the best mileage out of it. You can bind to a god in two ways:

a. You search for its idol in the game. Click on it to open a conversation which allows you to bind to it if you have the right alignment.
b. You enter the deity's name in the deity field on character creation. Mind that the deity will fry you if you pray without meeting the alignment requirements.

I'll use Nicholas the Maniac ( Level 7 CE Cleric, domains Magic and Destruction ) who has bound to Cyric as an example.

NB: You may reconsider your faith until reaching level 10, ie, you may choose a new deity before you hit level 10. After that, deities can only be changed with DM assistance (and a bloody good RP reason; deities don't fancy people swapping them like socks!).

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Praying
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You can pray to your patron once a RL hour. Non-cleric characters have a 40% chance to gain a personal blessing. Clerics always get a party-wide blessing (as long as the party members are in the same area). The aformentioned blessings are based on your alignment. Clerics get an additional party-wide bonus if they have domains that match their patron's portfolio.

Druids that follow a god with Animal or Plant domains will act like Clerics and give an auto-success party -wide alignment blessing. They do not get any domain blessings (as they obviously don't have a domain).

All other characters add twice their Paladin, Rangers, Blackguards and Champions of Torm levels to the 40% base success rate. A level 30 Paladin would thus get an automatic success.

The duration of a prayer is 5 turns + 1 turn / 3 Cleric (or Druid) levels. This equals 5 minutes + 20 seconds for every Cleric level.

Nicholas' prayer would thus last 7 minutes and 20 seconds.

The prayer is accessed from the Rest menu. This effectively means that you cannot use it in the thick of a fight.


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Alignment based blessings
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You get a +2 dodge bonus vs the opposite alignment on the Good-Evil axis. Neutrals get a +1 vs both Good and Evil. A further +1 is added when you have 10+ Cleric levels.
Nicholas is Evil and gets +2 vs Good. He'll get +3 vs Good when he reaches his 10th Cleric level. This bonus is given to himself AND party members in the same area because he is a Cleric.

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Domain based bonusses
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    Air: Immunity Increase vs Electric, 20% + cleric levels
    Animal: Increases damage of Animal summons, 1 for every 7 cleric levels
    Balance: +Will, 1 + 1 for every 7 cleric levels
    Cavern: Immunity to Light Sensitivity
    Chaos: Extra damage vs Law, 1 + 1 for every 7 cleric levels
    Charm: Immunity to Charm/Dominate/Hold
    Cold: +Cold Damage, 1 + 1 for every 10 cleric levels
    Community: +10hp per Party Member (Max 100)
    Courage: Fear Immunity
    Craft: +Saves vs Traps, 1 + 1 for every 5 cleric levels
    Darkness: Immunity to Light Senstivity
    Death: Increases damage of Undead summons, 1 for every 7 cleric levels
    Destruction: Damaging Fire shield, d6 + 1 for every 5 cleric levels
    Dragon: +1 to all abilities
    Dream: Immunity to Sleep/Daze/Stun
    Drow: Freedom
    Dwarf: +Con, +1 for every 7 cleric levels
    Earth: Immunity Increase vs Acid, 20% + cleric levels
    Elf: +Dex, +1 for every 7 cleric levels
    Evil: Extra damage vs Good, 1 + 1 for every 7 cleric levels
    Fate: +one save (chosen at random) or all saves (small chance), 1 + 1 for every 7 cleric levels
    Fire: Immunity Increase vs Fire, 20% + cleric levels
    Gnome: +Cha, +1 for every 7 cleric levels
    Good: Extra damage vs Evil, 1 + 1 for every 7 cleric levels
    Halfling: +Hide/Move Silently, 1 + 1 for every 7 cleric levels
    Hatred: Damaging Divine shield, d4 + 1 for every 5 cleric levels
    Healing: Regeneration, 1 for every 10 cleric levels
    Illusion: Invisibility
    Knowledge: All skills boost, 1 for every 5 cleric levels
    Law: Extra damage vs Chaos, 1 + 1 for every 7 cleric levels
    Luck: +3 to random ability
    Magic: Spell Resistance increase, 10 + 1 for every 2 cleric levels
    Moon: Damage vs Shapechangers, 1 + 1 for every 7 cleric levels
    Nobility: +Persuade/Bluff/Intimidate, 1 + 1 for every 5 cleric levels
    Orc: +Str, +1 for every 7 cleric levels
    Plant: Natural AC, +1 for every 5 cleric levels, capped at 5
    Portal: Portal Wand consumes no charges
    Protection: Concealment, 20% + cleric levels
    Renewal: Resist all Elemental Damage, 2% + 1% for every 5 cleric levels, capped at 10%
    Repose: Damage vs Undead, 1 + 1 for every 7 cleric levels
    Retribution: Deal heavy area of effect damage if killed in this state
    Rune: Damage Reduction, 10/+5 + 10 for every five cleric levels
    Scalykind: +Acid damage, 1 + 1 for every 10 cleric levels
    Slime: Immunity Increase vs Acid, 20% + cleric levels
    Spell: +Saves vs spells, 1 + 1 for every 5 cleric levels
    Strength: +Str, +1 for every 7 cleric levels
    Suffering: +Fortitude/Will, 1 + 1 for every 5 cleric levels
    Sun: Extra damage vs Undead, 1 + 1 for every 7 cleric levels
    Time: Movement speed increase, 1% + 1 for every 2 cleric levels
    Trade: +Discount 5% at Shop
    Travel: Immunity to Movement Speed Decrease
    Trickery: Invisibility
    Tyranny: Bludgeoning Resistance, 1/- + 1 for every 5 cleric levels
    Undeath: +Negative Damage, 1 + 1 for every 10 cleric levels
    War: +Physical damage, 1 for every 10 cleric levels
    Water: Immunity Increase vs Cold, 20% + cleric levels

Nicholas doesn't get the effects for the Magic domain, as Cyric doesn't support it. He does get the Fire Shield from Destruction, which does d6 + 2 damage. This is also given to his party members.


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Deities of Faerun
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See: http://www.amiaworld.net/about/deities.php

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