Difference between revisions of "BD&D Cleric"

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(Created page with "==Magic User== '''Description:''' Magic users are humans who have studied the arts of magic and can cast spells. Spells are stored in a magic user's personal spell book. Spell...")
 
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==Magic User==
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==Cleric==
  
'''Description:'''  Magic users are humans who have studied the arts of magic and can cast spells. Spells are stored in a magic user's personal spell bookSpells are too complicated to cast without referencing the spell book, so magic users cast directly from the spell book when they canHowever, in the typical adventure, things happen too fast to depend on thatAs such, magic users perform most of the rituals associated with a spell while in a safe place, only preserving the final lines and gestures to complete the spellThis is difficult, so magic users can only have on spell prepared at a timeAs they gain experience they can prepare additional spells, and more complicated spells.
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'''Description:'''  Clerics are humans who have have dedicated themselves to follow the example of St. CuthbertAs such, they are holy warriorsAt first, they have no access to any of the magical rituals and prayers of their god, but as they gain experience they get a wide array of powerful spells available to themThey must pray at a holy place to receive their daily allotment of magic.  Clerics are also powerful warriors, with access to all armor and all shieldsThey have access to all blunt weapons too, due to their vows against bloodshedIn exchange for a vow to never shed the blood of the living, clerics gain the ability to Turn, and at high levels even destroy, the undead by presenting the holy symbol of their god.
  
'''Restrictions:'''  Magic users cannot use any sort of armor or shield and are limited to using only daggers or staffs in combat.
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'''Restrictions:'''  Clerics cannot use any sort of edged or pointed weapon, or they lose the ability to Turn Undead forever.
  
'''Prime Requiste:'''  Their prime requisite ability is IntelligenceMagic users with an 13-15 Intelligence gain a +5% bonus to earned experience.  Magic users with an 16-18 Intelligence gain a +10% bonus to earned experience.  Likewise, Magic users with an 6-8 Intelligence suffer a -10% penalty to earned experience, and Magic Users with an 3-5 Intelligence suffer a -20% penalty to earned experience.
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'''Prime Requiste:'''  Their prime requisite ability is WisdomClerics with an 13-15 Wisdom gain a +5% bonus to earned experience.  Clerics with an 16-18 Wisdom gain a +10% bonus to earned experience.  Likewise, Clerics with an 6-8 Wisdom suffer a -10% penalty to earned experience, and Clerics with an 3-5 Wisdom suffer a -20% penalty to earned experience.
 
 
'''Spell Book:'''  Special consideration should be given to carrying a spell book on adventures with the magic user.  Spells cannot be prepared without the book, so it is tempting to take the book on the adventure.  At the same time, a spell book that is lost or destroyed leaves the magic user without the ability to prepare new spells without replacing the entire book, which is a considerable undertaking.  With sufficient funds, additional books may be purchased.  <<placeholder for details on magic book costs>> 
 
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{| border="1" cellpadding="2"
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!width="200"|Spells
 
!width="200"|Spells
 
|-
 
|-
|'''1''' || '''Medium''' || '''0''' || '''1d4''' || 1 first level
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|'''1''' || '''Acolyte''' || '''0''' || '''1d6''' || none
 
|-
 
|-
|'''2''' || '''Seer''' || '''2500''' || '''2d4''' || 2 first level
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|'''2''' || '''Adapt''' || '''1500''' || '''2d6''' || 1 first level
 
|-
 
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|'''3''' || '''Conjurer''' || '''5000''' || '''3d4''' || 2 first level + 1 second level
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|'''3''' || '''Priest''' || '''3000''' || '''3d6''' || 2 first level
 
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|-
 
|}
 
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!width="50"|
 
!width="50"|
 
|-
 
|-
|'''Poison or Death Ray''' || '''13'''  
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|'''Poison or Death Ray''' || '''11'''  
 
|-
 
|-
|'''Magic Wand'''|| '''14'''  
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|'''Magic Wand'''|| '''12'''  
 
|-
 
|-
|'''Turn to Stone or Paralysis''' || '''13'''   
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|'''Turn to Stone or Paralysis''' || '''14'''   
 
|-
 
|-
|'''Dragon Breath''' || '''15'''  
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|'''Dragon Breath''' || '''16'''  
 
|-
 
|-
 
|'''Spells or Magic Staff''' || '''15'''
 
|'''Spells or Magic Staff''' || '''15'''
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|'''Armor Class of Foe''' || '''9''' || '''8''' || '''7''' || '''6''' || '''5''' || '''4''' || '''3''' || '''2''' || '''1''' || '''0''' || '''-1''' || '''-2''' || '''-3'''  
 
|'''Armor Class of Foe''' || '''9''' || '''8''' || '''7''' || '''6''' || '''5''' || '''4''' || '''3''' || '''2''' || '''1''' || '''0''' || '''-1''' || '''-2''' || '''-3'''  
 
|-
 
|-
|'''Levels 1 - 5''' || '''10''' || '''11''' || '''12''' || '''13''' || '''14''' || '''15''' || '''16''' || '''17''' || '''18''' || '''19''' || '''20''' || '''20''' || '''20'''  
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|'''Levels 1 - 4''' || '''10''' || '''11''' || '''12''' || '''13''' || '''14''' || '''15''' || '''16''' || '''17''' || '''18''' || '''19''' || '''20''' || '''20''' || '''20'''  
 
|-
 
|-
|'''Levels 6 - 10''' || '''8''' || '''9''' || '''10''' || '''11''' || '''12''' || '''13''' || '''14''' || '''15''' || '''16''' || '''17''' || '''18''' || '''19''' || '''20'''  
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|'''Levels 5 - 8''' || '''8''' || '''9''' || '''10''' || '''11''' || '''12''' || '''13''' || '''14''' || '''15''' || '''16''' || '''17''' || '''18''' || '''19''' || '''20'''  
 
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Revision as of 13:58, 6 September 2012

Cleric

Description: Clerics are humans who have have dedicated themselves to follow the example of St. Cuthbert. As such, they are holy warriors. At first, they have no access to any of the magical rituals and prayers of their god, but as they gain experience they get a wide array of powerful spells available to them. They must pray at a holy place to receive their daily allotment of magic. Clerics are also powerful warriors, with access to all armor and all shields. They have access to all blunt weapons too, due to their vows against bloodshed. In exchange for a vow to never shed the blood of the living, clerics gain the ability to Turn, and at high levels even destroy, the undead by presenting the holy symbol of their god.

Restrictions: Clerics cannot use any sort of edged or pointed weapon, or they lose the ability to Turn Undead forever.

Prime Requiste: Their prime requisite ability is Wisdom. Clerics with an 13-15 Wisdom gain a +5% bonus to earned experience. Clerics with an 16-18 Wisdom gain a +10% bonus to earned experience. Likewise, Clerics with an 6-8 Wisdom suffer a -10% penalty to earned experience, and Clerics with an 3-5 Wisdom suffer a -20% penalty to earned experience.

Levels Title Experience Points Hit Dice Spells
1 Acolyte 0 1d6 none
2 Adapt 1500 2d6 1 first level
3 Priest 3000 3d6 2 first level
Saving Throws
Poison or Death Ray 11
Magic Wand 12
Turn to Stone or Paralysis 14
Dragon Breath 16
Spells or Magic Staff 15


To Hit Roll Needed
Armor Class of Foe 9 8 7 6 5 4 3 2 1 0 -1 -2 -3
Levels 1 - 4 10 11 12 13 14 15 16 17 18 19 20 20 20
Levels 5 - 8 8 9 10 11 12 13 14 15 16 17 18 19 20

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