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please help in converting these krynnish gods into 3.5 rules.    these gods are from the Otherlands book.




Kailthis: Goddess of Love and Procreation


AL: CG


Avatar: 21st Lvl Cleric


Domains: Beauty, Love, Passion


Portfolio: Chaos, Good, Charm, Protection


 


She is often depicted s a stunningly beautiful female Dargonesti.  Her symbol is a mermaid of exceptional beauty.


 


Greater Power


Kailthis: Goddess of Love and Procreation


Portfolio:                 Beauty, Love, Passion


Ability Requirements:  Wisdom 12, Charisma 16


Prime Requisite:     Wisdom, Charisma


Alignment:              Chaotic Good


 


            Kailthis is the goddess of beauty, love, and passion.  She is said to be the fairest of the gods, and when represented, she is shown as the most beautiful woman of the Dargonesti, with sweeping green hair and incredible charms.  Her symbol is a mermaid of exceptional beauty.  She dwells in the Dome of Creation.


      The followers of Kailthis are believers in romance, true love winning over all, following one's heart to one's true destination, and that beauty is more than skin deep, it issues from the core of one's being and shows one's fair (or foul) face to the world.  Fated matches, impossible loves, and ugly ducklings becoming swans are all part of the teachings of Kailthis.


      Priest of Kailthis can wear any armor but prefer as much protection (magical and otherwise) as they can afford-not that they are cowards, but they desperately want to avoid scars.  Priest may use any bludgeoning weapon and nets.


      The standard spell selection for a priest of Kailthis is Major access to the spheres of All, Astral, Charm, Creation, Divination, Guardian, Healing, Protection, with Minor access to Combat, Elemental-Water, Summoning, and Wards.


Special attention Kailthis during courtships, betrothles, weddings, Whitemoons and births.


Sacrifices to her are in the form of Sea Flowers and Scrolls of Love Poems.


Priests of Kailthis receive 135 character points to spend on skills and abilities from the following list.       Skills cost 5 to 15 points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game.  The standard priest of Kailthis spends her character points to acquire the abilities of charm, followers, regeneration, turn undead, and access to spheres.


 


      Access to spheres: The standard spell selection cost 100 character points or he can purchase spheres individually just as clerics do (see page 57 of the Skills and Powers book).


      Charm (10): Priest of Kailthis may attempt to charm (as the wizard spell) individuals of the same race and opposite sex.  The priest may attempt this charm once per day, but if it fails (the victim is allowed a save vs. Spells) he cannot use it again until he has made proper offerings and meditations at an established shrine or temple.  The victim is penalized one point on his save for every point of Charisma the priest has above 16.


            Detect evil (10): A priest with this ability can see emanations of evil from creatures and objects within a path 10 feet wide by 60 feet long.  It takes one round to scan a direction, and the priest cannot be attempting other actions.


      Followers (5/10): By purchasing this skill, a priest can gain followers as described in the Players Handbook if he establishes a stronghold and is at least 8th level.  If this is purchased as a 10-point ability, the priest can attract followers whenever he establishes a stronghold, regardless of level.  Refer to the priest section of the Players Handbook for more details on followers. 


      Regeneration (10): Starting at 5th level, Priest of Kailthis can regenerate once per week.  The priest regenerates 1 hit point for every 3 turns of full rest he gets during this regenerating effect that last for 1d10 hours +1 hour per level of the priest.


      Turn undead (10): The priest is granted power over undead, such as zombies, skeletons.  The priest can drive away these creatures, and as they advance in faith and experience levels, they can destroy some forms of undead. The chart for turning undead can be found in the Players Handbook on page 103, and in the Skills and Powers book on page 58.


      Warrior Hit Point Bonus (5): The priest with this ability can enjoy the benefits of a high Constitution score as if he were a fighter. for example, if the priest has a Constitution score of 18, he would gain 4 bonus hit points per level, rather than 2.


            Weapon specialization (15): The priest can specialize in a particular weapon. The character point cost must be met in addition.


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Turmaq: God of tradesman and handicrafts


AL: LG


Avatar: 20th Lvl Mage


Domains: Craft, Earth, Knowledge, Planning


Portfolio: Artifice, Craft, Construction, Smithwork, Good


 


Turmaq appears as a muscular Dargonesti with nimble fingers. He is the most serious minded of the four Dargonesti gods. He is especially venerated by any Dargonesti who uses his hands to make a living.  Most Dargonesti tradesmen offer prayers and sacrifices of small models of equipment before commencing work on a new project.  There are unconfirmed reports that a small cult of Turmaq exist among the Spire Mountain Gnomes on Taladas.  Since some Gnomes will go to any lengths to inspirations for their projects, the reports should not be dismissed either. His symbol is a Hermit Crab.


 


Intermediate Power


Turmaq: God of tradesman and handicrafts


Portfolio:                 Artifice, Craft, Construction


Ability Requirements:  Wisdom 14, Intelligence 14, Dexterity 14


Prime Requisite:     Wisdom, Dexterity


Alignment:              Lawful Good


 


Turmaq is the god of artifice, craft, and construction.  He is the god of coralsmiths, coralworkers, and coral engineers.  He makes his home in the Dome of Creation. His symbol is a Hermit Crab.


Turmaq appears as a muscular Dargonesti with nimble fingers. He is the most serious minded of the four Dargonesti gods. He is especially venerated by any Dargonesti who uses his hands to make a living.  Most Dargonesti tradesmen offer prayers and sacrifices of small models of equipment before commencing work on a new project.  There are unconfirmed reports that a small cult of Turmaq exist among the Spire Mountain Gnomes on Taladas.  Since some Gnomes will go to any lengths to inspirations for their projects, the reports should not be dismissed either.


      The tradesman's belief can be summed up as "Actions count."  Intentions and thought are one thing, but in the end it is the result, what remains after the sword is forged, the battle is fought, that is the most important.  To venerate Turmaq is to continually question and challenge the unknown with new devices and items.


The faithful of Turmaq are responsible for such devices as the spear, the trident, the net, and of course coral armor. 


      Turmaq's cleric can use any bludgeoning weapon.  In dangerous situations Gondsmen wear armor (coral plate maximum, no shield), but most generally prefer the protection of 10 to 12 big fighters.  They wear saffron vestments.


      The standard spell selection for Turmaq clerics includes major access to the spheres of All, Astral, Combat, Divination, Elemental, Healing, Protection.  With the minor spheres of Creation, Charm, and Guardian.


Priests of Turmq receive 110 character points to spend on skills and abilities from the following list.  Skills cost 5 to 15 points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game.  The standard priest of Turmq spends his character points to acquire the abilities of followers, open locks, proficiency bonus, and access to spheres.


 


      Access to spheres: The standard spell selection cost 85 character points or he can purchase spheres individually just as clerics do (see page 57 of the Skills and Powers book).


      Followers (5/10): By purchasing this skill, a priest can gain followers as described in the Players Handbook if he establishes a stronghold and is at least 8th level.  If this is purchased as a 10-point ability, the priest can attract followers whenever he establishes a stronghold, regardless of level.  Refer to the priest section of the Players Handbook for more details on followers. 


      Hit point bonus (10): Priests with this ability use 1d10 to determine their hit points rather than 1d8.


      Open locks (10): Inventors have an aptitude for devices, which includes mechanical locks.  They have a 5% chance per level to pick locks, given proper tools and a bit of luck.


Proficiency bonus (10):  Inventors  receive a +2 bonus to their proficiency scores in the following Proficiencies: Armorer, Engineering, coralworking, Pottery, Sculpting, Stonemasonry, Tailoring, Weaving, and Weaponsmithing.  The priest does not gain these proficiencies automatically, but can purchase them for 1 character point less than the cost detailed in the proficiency section of the "Skills & Powers" book, the point cost bonus is not cumulative with any benefits awarded by selecting a character kit.


      Warrior Hit Point Bonus (5): The priest with this ability can enjoy the benefits of a high Constitution score as if he were a fighter. for example, if the priest has a Constitution score of 18, he would gain 4 bonus hit points per level, rather than 2.


      Weapon specialization (15): The priest can specialize in a particular weapon. The character point cost must be met in addition.


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Daidlin: Goddess of the Sea's Flora and Fauna


AL: CG


Avatar: 22nd Lvl Druid


Domains: Good, Animal, Earth, Plant, Protection, Renewal


Portfolio: Agriculture, farmers, gardeners


 


Her symbol is is a golden anemone


 


Her apperance is of an very plain female Dargonesti, with chains of flowers draping her shoulders, and small forms of marine life circling her head like a halo.  The goddess Daidlin functions more like a druid than any other god that Dargonesti worship.  Her name is invoked when Dargonesti fish hunters go on a food-gathering trip.  Feast and services are held in her honor when crops are planted, and later in the year when the crops are harvested.


 


Greater Power


Daidlin: Goddess of the Sea's Flora and Fauna


Portfolio:                 Agriculture, farmers, gardeners


Ability Requirements:  Wisdom 12 Constitution 12


Prime Requisite:     Wisdom, Constitution


Alignment:                             Neutral Good


 


Daidlin is known as the Great Mother, and is on excellent terms with the other nature deities (Habbakuk, Chislev) and is a devoted foe of Zebiom. She is of neutral good alignment, and attracts followers who are of neutral or good in moral alignments.  She makes her home in the plane of The Dome of Creation. Her symbol is is a golden anemone.


     Daidlin functions more like a druid than any other god that Dargonesti worship.  Her name is invoked when Dargonesti fish hunters go on a food-gathering trip.  Feast and services are held in her honor when crops are planted, and later in the year when the crops are harvested.


     Daidlin's faith is one of nurture and growth. Agricultural sayings and farming parables dot her teachings. Growing and reaping, the eternal cycle, is a common thread in Daidlin's faith. Destruction for its own sake, or leveling without rebuilding, is anathema to the church.  She is not usually an adventurer's god, but is instead widely worshipped by farmers and gardeners, and her hand is on evey place where men seek to grow.


     Daidlin's church has three types of  priest: Clerics, Druids, and her Specialty priest. Specialty Priest of Daidlin work closely with both clerics and the druids of the faith and often serve as intercessors between the two wings.  All of Daidlin's priest dress in whatever their faction deems appropriate for the representation of their god. This is usually flowing robes and capes in deep blues.


     Daidlin's priest may use all bludgeoning weapons plus the scythe, and sickle. They may use only non metal armor and shields. the standard selection of spheres for priest of Daidlin is major access to All, Animal (water creatures only), Divination, Elemental-Water, Plant, and Weather. Minor access is given to Combat, Healing, Plant, and Protection.


      Priests of Daidlin receive 145 character points to spend on skills and abilities from the following list.  Skills cost 5 to 15 points.  Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game.  The standard priest of Daidlin spends his character points to acquire the abilities of bless crops, brew potions, followers, identify crops, identify poisons, proficiencies, and access to spheres.


 


      Access to spheres: The standard spell selection cost 105 character points or he can purchase spheres individually just as clerics do (see page 57 of the Skills and Powers book).


      Bless Crops (5): This special bless spell can be used once per day.  This blessing will make the land produce at 150% its normal yield. A collective field of crops can only be so blessed once a year.


      Brew potions (10): The priest can brew any potion, elixir, or salve that deals with healing or plants, once he reaches 9th level. The basic cost of creation is halved, and for every level the priest has above 9th level, the base chance of success goes up two percent.


      Followers (5): By purchasing this skill, a priest can gain followers as described in the Players Handbook if he establishes a stronghold and is at least 8th level.  Refer to the priest section of the Players Handbook for more details on followers. 


Hit point bonus (10): Priests with this ability use 1d10 to determine their hit points rather than 1d8.


      Identify Crops (5): The priest can identify any domesticated underwater plant or seaweed.  The priest can look at a field and tell what's being grown, how far along it is in the harvest year, what the state of the crop is (healthy, diseased, etc.), and even what species is growing it.


      Identify poison/disease (5): The priest has a 10% chance per level of diagnosing a disease or identifying a poison. The priest can brew an antidote to any poison that is properly identified. This antidote requires proficiency check using the herbalism nonweapon proficiency, and takes 11 rounds minus the priest level. The priest must have access to plants and herbs used for the antidote's ingredients.


      Power boost (10): Spells from the plant sphere are doubled in terms of duration, range, area of effect, and damage when cast by a priest of Daidlin.


     Proficencies/Traits (10): The priest recieves the proficiencies of Agriculture, Animal Handling, Herbalism, and Weather Knowledge, as well as the trait of Climate Sense, at no additional cost.


      Warrior Hit Point Bonus (5): The priest with this ability can enjoy the benefits of a high Constitution score as if he were a fighter. for example, if the priest has a Constitution score of 18, he would gain 4 bonus hit points per level, rather than 2.


      Weapon specialization (15): The priest can specialize in a particular weapon. The character point cost must be met in addition.


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Randoril'thi: God of Luck


AL: CG


Avatar: 24th Lvl Thief


Domain: Chaos, Good, Luck, Protection, Travel


Potfolio: Good Fortune, Skill, Victory, Adventurers, Adventuring


 


Randoril'thi's symbol is a Sea Urchin


 


Randoril'thi acts like a street urchin. His favorite form is that of an small Dargonesti boy with tousled green hair and a perpetual smirk.


 


Intermediate Power


Randoril'thi: God of Luck


Portfolio:                 Good Fortune, Skill, Victory, Adventurers, Adventuring


Ability Requirements: Wisdom 15 Dexterity 14


Prime Requisite:     Wisdom, Dexterity


Alignment:              Chaotic Good


 


            Randoril'thi is the goddess of good fortune, skill, and victory.  He is the patron of adventurers in general.  He is fickle in his nature, and chaotic good in alignment.  He dwells in the Dome of Creation. Randoril'thi acts like a street urchin. His favorite form is that of an small Dargonesti boy with tousled green hair and a perpetual smirk.


      The battle cry of Randoril'thi's followers is, put simply "fortune favors the bold."  A brave heart and willingness to take risk will beat a carefully wrought plan nine times out of ten.  Thus, while not foolish, Randoril'thi''s followers will often throw caution to the wind and trust in luck.  One must place oneself in the hands of fate (meaning in the hands of Randoril'thi) and trust to one's own luck.


      Priest of Randoril'thi can use all bludgeoning weapons and wear any armor.  The standard spell selection consist of the following spheres: Major access to All, Charm, Chaos, Creation, Divination, Healing, Necromantic, Protection and Travelers. With minor access to Combat, Guardian.


Priests of Randoril'thi receive 130 character points to spend on skills and abilities from the following list.  Skills cost 3 to 15 points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game.  The standard priest of Randoril'thi spends her character points to acquire the abilities of followers, probability manipulation, proficiencies, turn undead, and access to spheres.


 


      Access to spheres: The standard spell selection cost 99 character points or he can purchase spheres individually just as clerics do (see page 57 of the Skills and Powers book).


      Detect undead (10): A priest with this ability can detect undead creatures within a path 10 feet wide by 60 feet long.  It takes one round to scan a direction, and the priest cannot be attempting other actions.  Priest cannot detect undead through stone or other thick materials.


      Followers (5/10): By purchasing this skill, a priest can gain followers as described in the Players Handbook if he establishes a stronghold and is at least 8th level.  If this is purchased as a 10-point ability, the priest can attract followers whenever he establishes a stronghold, regardless of level.  Refer to the priest section of the Players Handbook for more details on followers. 


      Hit point bonus (10): Priests with this ability use 1d10 to determine their hit points rather than 1d8.


      Probability manipulation (10): Once a day, priest of Randoril'thi' can do one of the following things: turn an enemy's attack roll result into a 1, turn his own attack roll into a 20, make one person in his group gain a +1 on an attack roll, penalize the attack roll of one person on the enemy's side with a -1 penalty, automatically succeed at a proficiency or ability check, or cause an enemy to fail at such a check.


      Proficiency / Traits bonus (5): Priests of Tymora gain the traits of Glibness and Lucky, and the proficiencies of Gaming and Orienteering at no cost.


      Resist energy drain (10): Priest with this ability gain a +1 bonus to saving throws vs. the energy drain spell and the level draining attacks of undead.  If the attack does not normally allow a saving throw, a saving throw is allowed with a -4 penalty.


      Turn undead (10): The priest is granted power over undead, such as zombies, skeletons, vampires, and liches.  The priest can drive away these creatures, and as they advance in faith and experience levels, they can destroy some forms of undead. The chart for turning undead can be found in the Players Handbook on page 103, and in the Skills and Powers book on page 58.


      Warrior-priest (10): Priests who select this ability use the warrior Strength and Constitution bonuses for exceptional scores.  For example, a priest could have an 18/30 Strength, and he could gain bonus hit points for having a Constitution score greater than 16.


      Weapon specialization (15): The priest can specialize in a particular weapon. The character point cost must be met in addition.

You might ask this question over at DragonlanceForums.com.  I don't remember the material from Otherlands that well, but folks at the DL Forums undoubtedly will.

Trampas Whiteman

---DragonHelm--->

Whitestone Council

Dragonlance Nexus

Long Live the Lance!

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