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D&D style Cleric Roleplay. Spellcasting is now Faith based for Clerics. You automatically gain spells as you gain perks, no need for spell books.

You now must pray at your Patron's Shrines to regain holy magicka...similar to D&D Clerics! Your Divine Patron's Amulet provides focus, reducing Cleric spell costs by 90%

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Mod Overview

Clerics are typically Spell Casting Warriors/Champions of a particular God.  Their spell casting abilities and holy bonuses stem directly from their Divine Patrons.

For Roleplay reasons, Daily Racial Powers have been removed and replaced with a Daily Power specific to the Divine you worship (regardless of what race you play, your Daily Power is based on the specific Divine you worship)....however, if you become a Vampire and are rejected by your Divine, you regain the default Racial Daily Powers.

You now only gain blessings from your Patron Divine!  Praying at other Shrines doesn't do anything.

Your Magicka Regen is set to 0%...as a Faith Based Spellcaster, you require infusions of Holy Energy directly from your Patron Divine to recharge your Magicka Pool.

Praying at yourPatron Divine's Shrine is now one of the very few ways of regaining your Magicka....only your Patron Divine (or an intrusive Daedric Lord) can restore your Divine Energy pool (with a few exceptions including Atronach effects, White Vial, Black Books, Apocrypha Nodes)

Potions/enchantments that fortify/restore your magicka do NOT work for Clerics.

Clerics start with spells related to their Divine Patron.  The default start spells and racial start spells have been removed!

Clerics who complete quests/challenges associated with their Divine Patron can earn even greater blessings/benefits.

Unlike Mages, Clerics do NOT have to spend years studying/meditating in order to learn how to cast spells.  Clerics are granted spell casting directly from their God.  This means that Clerics have more time to hone their other skills.

Clerics now have 6 Class Skills (varies depending on which Divine you worship).  Class Skills advance normally, but NON-Class Skills advance at only 1%.  Training (immersion breaking) is also disabled!

Clerics do NOT use spell tomes in order to learn spells.  Their spells are granted directly by their Divine Patron as they level up their spell casting ability and and purchase Perks in their relevant Magic Skill Tree.
*Example: getting the Restoration Perk 'Adept Restoration' automatically gives Mara/Arkay/Stendarr Clerics ALL Adept level Restoration Spells.
**Example2: Kynareth Clerics gain Lightning Bolt when they get Destruction Apprentice Perk...but don't get any of the other spells (and can't cast them even if they get a Spell Tome for Destruction Apprentice spells and read them)

You CAN still read Spell Tomes to learn spells...but you won't be able to cast them unless you have the required Divine Magic Skill Perks....Non-Cleric Spells will likely always be beyond your grasp (casting costs are x100)!

Wearing your God's Talisman/Amulet provides greater effects when praying at their shrines

A cleric that falls from favor with his/her Divine loses their innate Spellcasting abilities (and other Divine related bonuses).  See further down for list of actions that will result in your Divine rejecting you.

*For deeper RolePlay experience, the following changes have been introduced on each Cleric File:  Sneak -10, pickpocket -80%, no health regen during combat, start race carry weights are slightl reduced (use iNeed to lower carryweight by -200 for a more realistic feel), lockpicking -80%, tempered values now use a (+1, +2, +3) description to better simulate D&D, actually wearing armor reduces it's weight by 55% (it's far easier to wear something than it is to carry it!)




Divine Cleric Specific Details (generic RP backstories included free of charge):


Stendarr, God of Righteous Might and Merciful Forbearance
....you had completed your training as an Acolyte of Stendarr and had learned the combat basics from your sessions with the Fighter's Guild.  You were then tasked with a mission from your order...apparently, sightings of Daedra and their spawn have been increasing in Skyrim.  For your initiation as a Cleric of Stendarr, you were tasked to travel to Skyrim, investigate the situation and report back to the Temple.  ....as an aside, it was suggested you avoid the Vigilants of Stendarr, as they have taken their own path instead of following the true teachings of Stendarr...

Stendarr Specific Blessings/Penalties:
-Cleric of Stendarr spellcasting is based entirely on Restoration
-Daily Power for Clerics of Stendarr is 'Holy Smite'...WHILE WEARING YOUR AMULET, for 120 seconds the PCs melee weapons do 2x damage vs enemies, and 3x damage vs vampires/werewolves/daedra/atronachs
-Illusion/Destruction/Alteration/Conjuration spells now cost 100x as much to cast!  Remember, you are NOT a Mage...your spell casting is Faith Based!
-Magicka Regen is now 0...to regenerate Magicka, you must pray at a Shrine of Stendarr
-can cast Restoration Spells at default cost when not wearing an Amulet of Stendarr
-Restoration Recovery Perks now simply provide a fortify magicka bonus
-Novice Restoration Perk grants a 20% discount on Novice level Restoration Spells
-wearing an Amulet of Stendarr will help you channel/focus your Faith = Restoration Spells only cost 10%
-wearing an Amulet of Stendarr + praying at his Shrine = blessing is 2x as strong
-you gain all level related spells when you purchase a skill level Perk from the Restoration Tree....might as well sell all your Spell Tomes!
-you will be unable to cast higher level Restoration Spells until you gain the related Skill Tree Perk
-wearing an Amulet of Stendarr will increase the power of Melee Weapons VS vampires/werebeasts/daedra/atronachs (+20% damage)
-wearing an Amulet of Stendarr will increase the duration of the Spell Stendarr's Aura from 1 minute to 5 minutes
-wearing an Amulet of Stendarr will increase the power of the Spell Stendarr's Aura (adds Call To Arms Aura + 50 Health/Stamina, + 25 skill OneHanded/TwoHanded/Marksman).....basically works like a Paladin Aura that bolsters allies.
-Cleric of Stendarr Class Skills: ONEHANDED/TWOHANDED/BLOCK/HEAVYARMOR/LIGHTARMOR/RESTORATION
-if Stendarr rejects you, Restoration Spells cost 100x (like the other magic school spells) and you lose the other bonuses and blessing as well......BUT, his Amulet still gives it's basic effect



Arkay, God of the Cycle of Birth and Death
....you had not yet finished your training as an Acolyte of Arkay when you heard the Elders speaking of an undead plague rising in Skyrim.  Dreams of becoming a Paladin of Arkay, or even a Knight of the Circle, often occupied your thoughts.  As a lad, your father spent time training you with sword and shield....before he passed away and you were introduced to Arkay.  Having far too much confidence in your fledgling combat skills and Arkay's protection, you made the decision to leave in the night.  You'll show the Elders your worth....Skyrim and Destiny await! 

Arkay Specific Blessings/Penalties:
-Cleric of Arkay spellcasting is based entirely on Restoration
-Daily Power for Clerics of Arkay is 'Arkay's Aura'...WHILE WEARING YOUR AMULET, ALL nearby Undead are Turned for 60 seconds!
-Illusion/Destruction/Alteration/Conjuration spells now cost 100x as much to cast!  Remember, you are NOT a Mage...your spell casting is Faith Based!
-Magicka Regen is now 0...to regenerate Magicka, you must pray at a Shrine of Arkay
-can cast Restoration Spells at default cost when not wearing an Amulet of Arkay
-wearing an Amulet of Arkay will help you channel/focus your Faith = Restoration Spells only cost 10%
-wearing an Amulet of Arkay + praying at his Shrine = blessing is 2x as strong
-Restoration Recovery Perks now simply provide a fortify magicka bonus
-Novice Restoration Perk grants a 20% discount on Novice level Restoration Spells
-you gain all level related spells when you purchase a skill level Perk from the Restoration Tree....might as well sell all your Spell Tomes!
-you will be unable to cast higher level Restoration Spells until you gain the related Skill Tree Perk
-you will be unable to cast higher level Restoration Spells until you gain the respective Skill Tree Perk
-wearing an Amulet of Arkay will increase the power of Melee Holy Weapons (any melee weapon with the turn undead enchant) VS Undead (+10% physical damage)
-wearing an Amulet of Arkay + having killed 200 undead will further increase the power of Melee Holy Weapons (any melee weapon with the turn undead enchant) VS Undead (+10% damage)
-wearing an Amulet of Arkay will grant Arkay's Protection = 10% Damage Reduction from Undead
-wearing an Amulet of Arkay + completing Andur's quest + alessandra's quest + saving brother Verulus and killing Namira's Coven = additional 10% Damage Reduction from Undead
-Cleric of Arkay Class Skills: ONEHANDED/TWOHANDED/BLOCK/HEAVYARMOR/LIGHTARMOR/RESTORATION
-if Arkay rejects you, Restoration Spells cost 100x (like the other magic school spells) and you lose the other bonuses and blessing as well......BUT, his Amulet still gives it's basic effect



Mara, Goddess of Love
....you've had deep empathy for others your whole life.  While you understand that suffering, pain and death are a natural part of mortality, Love transcends all of that.  It was only natural that you became involved with the Temple of Mara...that you eventually joined the priesthood, doing good works and spreading love wherever you could.  When news of Skyrim's woes reached you, it was an easy decision to leave for Skyrim in the hopes of helping those in need....to help them remember that Love is there to bring warmth and joy, even in dark times....

Mara Specific Blessings/Penalties:
-Cleric of Mara spellcasting is based entirely on Restoration
-Daily Power for Clerics of Mara is 'Mara's Mercy'...WHILE WEARING YOUR AMULET, nearby NPCs experience profound empathy, pacifying them for 60 seconds. 
-Illusion/Destruction/Alteration/Conjuration spells now cost 100x as much to cast!  Remember, you are NOT a Mage...your spell casting is Faith Based!
-Magicka Regen is now 0...to regenerate Magicka, you must pray at a Shrine of Mara
-can cast Restoration Spells at default cost when not wearing an Amulet of Mara
-wearing an Amulet of Mara will help you channel/focus your Faith = Restoration Spells only cost 10%
-Shrine Blessing + wearing an Amulet of Mara OR Marriage Ring = blessing is 2x as strong
-Shrine Blessing + wearing an Amulet of Mara AND Marriage Ring = blessing is 3x as strong
-Restoration Recovery Perks now simply provide a fortify magicka bonus
-Novice Restoration Perk grants a 20% discount on Novice level Restoration Spells
-you gain all level related spells when you purchase a skill level Perk from the Restoration Tree....might as well sell all your Spell Tomes!
-you will be unable to cast higher level Restoration Spells until you gain the related Skill Tree Perk
-Completing 'Book of Love' quest + wearing amulet OR Marriage Ring = a further 20% Cost Reduction for HEALING type spells
-Completing 'Book of Love' quest + wearing amulet OR Marriage Ring = 20% increased health/stamina regen (as well as the default Magic Resist reward)
-Cleric of Mara Class Skills: ONEHANDED/TWOHANDED/BLOCK/SPEECHCRAFT/LIGHTARMOR/RESTORATION
-if Mara rejects you, Restoration Spells cost 100x (like the other magic school spells) and you lose the other bonuses and blessing as well......BUT, her Amulet/Ring still gives it's basic effect AND you still get to keep the Book of Love Magic Resist reward
-*Mara will NOT give you Poison Rune when you gain Adept Level Restoration Perk....



Kynareth, Goddess of the Heavens, the Winds, the Elements and the unseen spirits of the Air
....You've wandered Cyrodiil for years, experiencing the sights and sounds of Kynareth's glory.  Preaching of Kynareth's generosity and wisdom to those who would listen.  On a whim, you decide to head to Skyrim....you've heard of the beauty of the Gildergreen in Whiterun and wish to marvel at this wonder of Kynareth.  Travellers warn of overzealous Imperial Patrols at the border, but surely a Cleric of Kynareth wouldn't evoke suspicion!

Kynareth/Kyne Specific Blessings/Penalties:
Cleric of Kynareth/Kyne spellcasting is based on a combination of Alteration and Destruction....but Clerics can only cast spells related to realms that relate to Kynareth...namely shock + air spirits + elements
*Alteration Spells you'll be able to use: candlelight, oakflesh, magelight, detect life, detect dead (default game 'Kyne's Peace' gives detect aura too)
**Destruction Spells you'll be able to use: sparks, lightning bolt, lightning rune, chain lightning, lightning cloak, whirlwind cloak, thurnderbolt, wall of storms, lightning storm
-Spirit of the Spriggan: When casting OakFlesh while wearing a Talisman of Kynareth = 100ARMOR/2MIN Duration, while wearing Kyne's Token = 160ARMOR/3MIN Duration
-Start Spells CandleLight, OakFlesh, Sparks
-Daily Power for Clerics of Kynareth/Kyne is 'Command Animals'...WHILE WEARING YOUR AMULET, Kynareth grants you control over animals (much as in the way she gives Spriggans the power to control animals)
-Illusion/Destruction/Alteration/Conjuration/Restoration spells now cost 100x as much to cast!  Exception for spells related to Kynareth realm.  Remember, you are NOT a Mage...your spell casting is Faith Based!
-Magicka Regen is now 0...to regenerate Magicka, you must pray at a Shrine of Kynareth
-can cast Kynareth Cleric spells at default cost when not wearing an Amulet of Kynareth
-wearing an Amulet of Kynareth (or Kyne's Token) will help you channel/focus your Faith = Kynareth Cleric Spells cost only 10%
-Shrine Blessing + wearing an Amulet of Kynareth = blessing is 2x as strong
-Shrine Blessing + wearing Kyne's Token = blessing is 3x as strong + 75% StaminaRegen
-Restoration Recovery Perks now simply provide a fortify magicka bonus
-you gain all Cleric level related spells when you purchase a skill level Perk from the Alteration and Destruction Skill Trees....might as well sell all your Spell Tomes!
-Completing 'Nature's Blessing' quest by bring a Sappling to Danica will result in additional bonuses
-Kyne's Peace Shout restores Health and Stamina when wearing amulet or token (lvl1 = 50 health/stam, lvl2 = 100 health/stam, lvl3 = 150 health/stam)
-Attack Damage +10% (overall damage, not just shock) when using MELEE weapons with Lightning Enchantment + when wearing amulet of Kynareth or Kyne's Token
-Kyne's Token provides following effects: protects you from both animals and shock, reducing damage by <20>%. Favorably completing her 'Sappling' Quest increases her shock protection to 50%, and adds +25% damage to your shock damage attacks."
-Cleric of Kynareth Class Skills: ONEHANDED/BLOCK/LIGHTARMOR/Alteration*/Destruction*/Alchemy  *means only access to Cleric based spells
-if Kynareth rejects you, Cleric Spells cost 1000x and you lose the other bonuses and blessing as well



Talos, God of Man and War
*will add file soon



Cleric Primer addon: (meant to add to the Cleric RP experience!  Load BEFORE whichever Main Cleric File you choose to use!)
-Heal Rates set to 0 for each Player Race
-Healing during combat set to 0
-weapons/armor tempering now are listed as +1, +2, +3 instead of 'fine' 'superior' so on.  Better represents a D&D style.
-Leveling Stamina DOESN'T level Carryweight
-Iron Boots/Gauntlets set to 3.5lbs
-Iron/Banded Armor weight reduced by ~10lbs
-TimeScale set to 3
-Windwalker Perk now works as long as you aren't wearing ANY Heavy Armor
-Hack&Slash Perk grants WarAxes, Swords and Daggers bleeding damage.  Also it no longer is effected by weapon material (all materials set to Daedric level bleed).  Also gives Swords and WarAxes 2%/3%/5% Armor Piercing
-Bladesman Perk now grants Swords, WarAxes, Maces and Daggers a chance for Critical Hits
-Bone Breaker Perk now grants Maces 12%/24%/36% Armor Piercing. It also increases Power Attack damage by 5%/10%/15%
-DeepWounds Perk now grants BattleAxes, GreatSwords and Warhammers a chance for Critical Hits
-SkullCrusher Perk now grants Warhammers 20%/40%/60% Armor Piercing.  It also increases Power Attack damage by 10%/20%/30%.  It also adds a 5%/10%/15% increased stagger chance when using ANY TwoHanded Weapon!
-Limbsplitter Perk now grants BattleAxes and GreatSwords bleeding damage.  Also it no longer is effected by weapon material (all materials set to Daedric level bleed).  Also gives these weapons 6%/8%/10% Armor Piercing
-Added the Stormcloak Medium Cuirass (it was already in the game, but not enabled)...it is considered a Heavy Armor piece but weighs only 15lbs
-Heavy Armor Perk 'Well Fitted' now only requires 3 pieces of Heavy Armor be worn
-Heavy Armor Perk 'Tower of Strength' now only requires 3 pieces of Heavy Armor be worn
-Light Armor Perk 'Custom Fit' now only requires 3 pieces of Heavy Armor be worn
-Light Armor Perk 'Matching Set' only requires 3 pieces for Stormcloak set (since Stormcloak solidiers seem pretty cavalier about their helmet type)
-Heavy Armor Perk 'Matching Set' only requires 1 piece for Stormcloak Medium set (since there is only one piece)
-lower tier armors (bandit/fur armor, studded armor), and hide shield have had their weights reduced slightly


Cleric Naughty List (Actions that can potentially result in your Divine Patron rejecting you)
-pickpocket more than 5 items
-steal more than 5 items
-steal more than 5 horses
-any murders (Grelod the Kind doesn't count as murder)
*accidental murder during combat is NOT murder, reset murder count in console with 'ModPCMiscStat murders -1'
-becoming a werewolf (regardless if you stay in human form)
-becoming undead
-equipping any Daedric armor/weapons/Artifacts  (simply unequipped them to restore your Divine connection)
-Stendarr's AND Arkay dislike followers dealing with the Daedra and Undead....having a Conjuration skill higher than 25 will result in a loss of favor.
*Talos does NOT care so much about morals...considering that Tiber Septim and Wulfharth were NOT particularly moral individuals!   The only conditions that will result in his rejection is wearing Daedric gear, being a werewolf, being undead and completing Ondolemar's 'Search and Seizure' quest....and of those, only Ondolemar's quest results in permanent rejection!


NOTES:
-Kynareth's OakFlesh Spell says 'casting cost is per second'...ignore it, the spell works correctly.

-When I get the time, I'll MIGHT add some of the more evil daedric quests to the Cleric 'naughty list'...similar to what I did with my 'Paladin of the Divines' mod, but simpler.  But I'm worried that it might be too punishing for players....so I have to tread carefully.

-I'll be adding all the Divines......and I'll be sticking very close to Lore = it will make for some very interesting (and unique) play throughs!
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