Zmeister200 said:
Besides the first 3 options of: Good, Neutral, Evil patrons, and the patron weapons, do they have different abilities?
I know that if fire is one of the details of the patron, you get a fireball and flame burst ability, but what about the rest of the patrons? I chose a neutral deity of law (I believe the detail of the patron is that he watches #creep), but there is nothing special about his patron abilities. Are there other unique abilities from patron qualities besides fire?
This is a more difficult to track down question than you thought it was, so here's what I find:
All of this was Guspav's doing, so don't complain at me for any of these:
Cleric spells:
Turn Undead - all, but long reuse timer
Lay Hands - paladin only, honor 3+; more honor heals more.
Aura Bravery - paladin only, faith 3+
Aura Divine Might - paladin only, fatih 4+
Aura Quickness - paladin only faith 5+
Aura Regen - paladin only faith 5+
Heal - all including paladin EXCEPT cleric type 13
Harm not paladin, not cleric type 13 neutral or evil align only
Bless not cleric type 13
Curse not paladin not cleric 13
Bravery not paladin
Terror not paladin
Flame strike all with faith 5+
Spirit Hammer - all incl. paladin faith 2+
quietly unequips anything that was in weapons slot 4 by the way
the spirit hammer is replaced by deity specific replacement if you aren't a generic cleric (bought holy symbol and grew some faith after first class choice instead of at character creation)
Dispel Magic for clerics: all incl. paladin faith 5+
Fire Storm - not Paladin Faith 12+ <-- seems like a mistake, set to 8 in M-2
Positive Energy burst - not cleric type 13; faith 5+ --> set to 4+ in M-2
Negative Energy Burst not paladin, not good align, not cleric type 13
Tyranny - cleric type 2 faith 3+
Martyrdom - cleric type 10 faith 3+
Cauterize - cleric type 13 only and fath 3+
cleric Fireball - type 13 only and faith 6+
fire burst - type 13 only and faith 3+
protection from fire - cleric type 13 and skill 1
protection from cold - cleric type 13 and skill 1
these overwrite dynamic resists for one specific attack type for the rest of the battle unless player changes gear by access baggage
in which case it is flushed and the dynamic resist gets recalculated and overwrites the player
=======
good deity "$deity_alignment",1
neutral deity "$deity_alignment",2
evil deity "$deity_alignment",3
Akadi "$pc_cleric_type",1
Bane "$pc_cleric_type",2
Chauntea "$pc_cleric_type",3
Corellon "$pc_cleric_type",4
Cyric "$pc_cleric_type",5
Eilistraee "$pc_cleric_type",6
Grumbar "$pc_cleric_type",7
Gruumsh "$pc_cleric_type",8
Helm "$pc_cleric_type",9
Hoar "$pc_cleric_type",25
Ilmater "$pc_cleric_type",10
Istishia "$pc_cleric_type",11
Kelemvor "$pc_cleric_type",12
Kossuth "$pc_cleric_type",13
Lathander"$pc_cleric_type",14
Lolth "$pc_cleric_type",15
Moradin "$pc_cleric_type",16
Mystra "$pc_cleric_type",17
Selune "$pc_cleric_type",18
Shar "$pc_cleric_type",19
Talona "$pc_cleric_type",20
Talos "$pc_cleric_type",21
Tempus "$pc_cleric_type",22
Torm "$pc_cleric_type",23
Umberlee"$pc_cleric_type",24
======