BD&D Cleric

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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

Clerics vs. Undead (rolled on 2d6)

Level of Cleric Skeletons Zombies Ghouls Wights Wraiths
1 7 9 11 No effect No effect
2 T 7 9 11 No effect
3 T T' 7 9 11
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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