Not sure how this is going to format, but here it goes. this is the
cleric from my campaign.
The adventuring cleric is an individual who is dedicated to a deity, and
at the same time may be a skilled combatant at arms. The cleric must be
of the same alignment as the cleric’s deity. All clerics have holy
symbols that aid them and give power to their spells. A clerics choice
of weapon is usually limited to the weapon of choice of their deity. All
clerics have their spells bestowed upon them by their deity for correct
and diligent prayers and deeds.
A cleric’s main duty is to interpret his deity’s will and do his best to
carry out those desires. The cleric also sets an example for the masses,
as per his deity’s will, and recruit, and educate the masses according
to the deity’s whim.
All Clerics must live by certain tenets and beliefs. These guide the
Clerics behavior. A war deity might order its Clerics to be at the
forefront of battles and to actively crusade against all enemies. A
harvest deity may want its Clerics to be active in the fields. The ethos
may also dictate what alignment a cleric must follow.
**
*Class Multiple*: 2000 EXP
*Starting Skills*: 3 + Shield or Defense
/Starting skills have a multiple of 1.0. They may be from any class of
skills. The cleric will receive the first rank, with these skills, free,
but must purchase all ranks thereafter at the 1.0 multiple./
* *
*
*
*Bonus Skills *– these skills will go up with the cleric’s level as
indicated.
_Skills Free Ranks_
Astrology 1 per rank
Speak/(Read/Write) 6/6 in native tongue
_Lores Free Ranks_
Religious Lore 5 + 1 per rank
*Attack Modifier Table*
The following table determines when a cleric gains additional damage and
attacks with their weapons:
_Rank w/ weapon Modifier_
6 +1 damage
8 2 blows per round
10 +2 damage
12 3 blows per round
15 +3 damage
18 4 blows per round
22 +4 damage
27 5 blows per round
32 +5 damage
For every additional 5 levels, +1 to damage.
*Offensive Bonus Modifier per Rank with Weapon*: 4%
Skill Multiples
Clerical skill multiples work a bit differently than other professions.
Where in other professions, the skill multiples apply to all in that
profession, with clerics each religion will have its own set of skill
multiples. What areas of power and interest the god presides over will
affect the multiples. Gods of nature will tend to get outdoor skills at
a lower cost, gods of war would get combat at a lower cost, etc. Because
of this, listed below is the “generic” listing for skill multiples. Once
you have chosen your god, you will need to refer to your particular
religion find out if these have been modified.
Animal: 3
Arcane: 2
Body Development: 2
Combat: 2
Crafts: 1.5
Interpersonal: 1
Knowledge: 1
Magic: 3
Mental Development: 1
Outdoor: 2
Perception: 1.5
Physical: 2
Psionic: 3
Thief: 2
* *
*A study of the spells usable by clerics will convey the interests and
attitudes of the clerics deity.*
A Cleric of a particular mythos is allowed to cast spells from only a
few, related spheres. The Clerics deity will have major and minor
accesses to certain spheres, and this determines the spells available to
the Cleric (Each deity's access to spheres is determined by the DM as he
creates the pantheon of his world.). The 16 spheres of influence are
defined in the following paragraphs.
A Cleric whose deity grants major access to a sphere can choose from any
spell within that sphere (provided he is high enough level to cast the
spell), while one allowed only minor access to the sphere is limited to
spells of 4th level or below in that sphere. The combination of major
and minor accesses to spheres results in a wide variation in the spells
available to Clerics who worship different deities. See the description
of each particular religion to see what bonus powers and spell spheres a
cleric will receive.
* *
*_
_*
*_Spell progression chart_*
Cleric Spell Level
_Level* 1 2 3 4 5 6* 7***_
1 1 - - - - - -
2 2 - - - - - -
3 2 1 - - - - -
*4 3 2 - - - - -*
* 5 3 3 1 - - - -*
* 6 3 3* *2 - - - -*
7 3 3 2 1 - - -
8 3 3 3 2 - - -
9 4 4 3 2 1 - -
*10 4 4 3 3 2 - -*
*11 5 4 4 3 2 1 -*
*12 6 5 5 3 2 2 -*
13 6 6 6 4 2 2 -
14 6 6 6 5 3 2 1
15 6 6 6 6 4 2 1
*16 7 7 7 6 4 3 1*
*17 7 7 7 7 5 3 2*
*18 8 8 8 8 6 4 2*
19 9 9 8 8 6 4 2
20 9 9 9 8 7 5 2
* /Usable only by clerics with 23 or greater Willpower./
** /Usable only by clerics with 25 or greater Willpower./
*BONUS SPELLS* indicates the number of additional spells a cleric is
entitled to because of his high Willpower (WP).
Bonus spells are cumulative, so a cleric with a WP of 21 is entitled
to 2 first level and 2 second level bonus spells.
WPR Spells WPR Spells
5-17 none 26 1^st , 4^th
18 1^st 27-28 2^nd , 4^th
19 1^st 29 3^rd , 4^th , 1^st
20 2^nd 30-31 4^th , 5^th , 2^nd
21-22 2^nd 32 5^th , 5^th , 3^rd
23-24 3^rd 33 6^th , 6^th , 1^st ,2^nd
25 4^th 34-35 6^th , 7^th , 2^nd ,3^rd
Initiative Bonus
When casting clerical spells, or attempting a Turning of undead, the
cleric receives an initiative bonus of +1 per 3 clerical levels.
*Divination Spells*
Clerical divination spells, except for the spell "Augury", are powerful
spells that are meant to be used sparingly. The clerical spell
Divination should, at most, be used once a month or once per adventure.
Deities or their henchmen don't exactly enjoy being message boys for
clerics who don't have the intelligence or the energy to find out things
for themselves. The clerical Commune spell is one of a priest's most
powerful spells. In accordance it is one of the spells a cleric should
use wisely. The Commune spell should at most be cast once a year or at
times of great need. Just because there are minimum times listed does
not mean that that is how often a cleric can use the spell. A cleric
using the spell continuously around its minimum time will quickly find
not only his divination spells not working, but also he may not receive
some of his other spells. Also just because a cleric has not used a
spell for a while does not mean they "add" up. I.E. a cleric that has
not used a Divination spell for several years does not mean that they
can cast several over a short period of time. These spells are not
cumulative! If a cleric casts a Commune spell, he should wait at least a
year before casting another even if it’s been a long time since he cast
one before that.
*Curses*
Clerical spell Remove Curse- Chance to remove a clerical curse is equal
to (30% plus 5% per level of cleric minus 2% per level of curse). If the
curse is cast by a mage, the chance of removal is divided by 2. In both
cases, the donation of magic items may increase the chance of the curse
being removed.
Miracle Points
These are additional points that awarded to the cleric for doing his job
and following the faith. They can be granted or removed, as the gods
will, according to the cleric’s behavior. The base amount of points
awarded to the cleric, each session, are (Clerical level * session
hours) _+_ modifiers based on extraordinary acts of faith or heresy.
Though the cleric is never certain how much certain acts cost, the
following would be a guideline:
Refilling a spent spell slot - 50 minimum, or (the minimum cleric level
needed to cast that spell x 8).
Changing a full spell slot w/o prayer – same as refilling
Performing a spell power above one’s normal abilities, say regeneration
– 1000 miracle points.
The expenditure of the points is up to the player, but the GM decides
the final cost and result. If the cleric has been exceptionally devout
at pursuing his deity’s goals, he may find his miracle point costs
significantly reduced or the deity may simply grant the miracle for free.
*Single Classed Bonus:* None. Clerics can’t Multi-Class. Certain deities
will allow their clerics to become dual-classed, at regular dual-class
cost, but with restrictions based on religious ideologies.**
*Aura of Grandeur*
This ability is pretty much the ultimate power of any cleric for he
becomes imbued with the power of his deity and radiates an aura of
incredible power outward. Only clerics of tenth level or higher, or holy
warriors of twelfth level or higher may invoke this power. This power
may be brought to the fore only during those times when a cleric is
facing, in a major tide-turning battle, an opponent of fantastic
opposition, like a cleric of an opposing ideal or religion, or a greater
demon. This is a significant expenditure of energy, and, at the very
least, all within a huge radius will notice that a holy battle is in
progress.
Note that this effect is not simply restricted to worshippers of the
Greater Gods, but may occur amongst followers of lesser powers,
including liches and arch-magi.
There are two versions of the Aura of Grandeur:
/The Strength of the Faithful/
This is the lesser version of the Aura and has minimal repercussions if
an outcome is decided. A cleric calls forth the Aura to influence the
battle by raising the morale of all on his side, and demoralizing all
opponents. The first round that this power appears acts as simply a
challenge and warning. All creatures participating in the battle become
aware of a greater presence on the battlefield. All opposing clerics or
holy warriors, in the battle, are alerted to the challenge. Within that
first round the most powerful challenger present at the battle, but not
necessarily in sight of his opponent, may choose to respond, hold, or
pass. If the primary challenger is holding for a specific reason, such
as a strategic or tactical advantage, no others will accept the
challenge; however, if the primary chooses to pass the challenge to the
next in line, he may choose to accept the challenge, or hold, or pass,
and so on down the line.
By the second round, if nobody of the opposing side has accepted the
challenge, then the unopposed Aura will sweep out in a visual affect
appropriate to the deity. Each round it will advance 100 yards in
radius. Each round will see all allies within the radius receiving a
+5%/+1 bonus, and all enemies at a –5%/-1 cumulatively. So, round two
would be a _+_5%/_+_1 to all within a 100 yard radius. Round three would
see a _+_10%/_+_2 within 100 yards, and +5%/+1 from 101 to 200 yards
out, and so on. With a maximum of _+_20/_+_4 being possible, although
the range will continue to expand as indicated above.
Once the challenge has been accepted, the two clerics have a contest of
wills. The winner receives a bonus of +5%/+1 for his allies for the
duration of the battle, and –5%/-1 for all enemies, barring future
significant losses or wins in physical or spiritual battle,
respectively. During the period of the effect, the battleground will be
overcast with the appropriate winning deity’s effect, i.e. silvery glow,
menacing clouds, fog, etc…
Either contestant may concede at any point. The only limit to the total
number of challenges a cleric may contest is his own willpower. Although
unable to cast other spells, the contestants are able to perform actions
like walking and talking as well as defending themselves, although the
strain will tell. Since they are invested with the power of their gods,
any enemies attempting to attack a contestant must make a magic Saving
Throw each round just to engage and will be at ½ of their O.B. and will
need a weapon of some significance (excellent quality or better) to do
more than annoy the contestant.
/Domination/
This is the greater version of the Aura. Both the initiator and the
challenger must have visual contact of each other. Even if divided by
hundreds of yards, being able to identify each other is important. Of
course, since both are probably radiating a holy aura, this makes it
easier for the range to be a bit more extended.
Although the challenge begins the same way as the lesser version of
Aura, with the same modifiers to allies and enemies, it automatically
encompasses the entire battle.
The response and battle are different; however, as the results are much
more drastic. The cleric must decide immediately upon feeling the
challenge if they are going to accept. Once accepted or declined, the
decision cannot be changed. If a cleric declines the challenge, the
challenging cleric gains the benefits of an uncontested /Strength of the
Faithful/ immediately until the end of the battle. The loser’s body and
soul are on the line. The winning deity immediately claims both and may
do as it wishes with them, i.e. eternal damnation, becoming an undead
minion, total destruction of body and soul, etc…
The winner receives 1/10^th of the loser’s EXP as his reward for the
victory (this must be directly invested in the appropriate religious
class only), plus his racial maximum for Willpower increases by one.
As the loser’s Aura fades and the deity flees the immediate battle, a
great, involuntary moan of despair shivers through the levels of the
losers. This inspires the winners to release a great shout of victory as
their morale soars. All losers involved on the battle, even
peripherally, must make a 2x Willpower check at –10, or immediately
route for safety. All losers are at a –20%/-4 to all actions while all
those allied with the winning cleric receive a +20%/+4 for the duration
of the battle.
Although a cleric cannot be forced into the contest, once entering the
contest, he may not withdraw, but must see it to the end.
Anyone attempting to attack the cleric must be at least two levels
(overall or professional as required) higher, or be exceptionally pure
of heart (not necessarily good or evil, just pure something), and
possess a weapon of +1 magic or better, and make a ½ Willpower check for
each attack. The attacker will be at 1/3^rd O.B., but the cleric will
have a defense equal to his starting Aura bonus. Should the attacker
succeed, he must then make a Magic Saving Throw or suffer a grievous
backlash of deity-based energy with a minimum result of being struck
unconscious for several hours, and suffering from a weakened state for
several days.
_Formula and modifiers for Aura of Grandeur:_
Base: Willpower + Cleric level + modifiers
Modifiers:
Greater God.............................................................
None
Lesser God.............................................................. -5
Minor Power........................................................... -10
Per Strength of the Faithful won or lost.................. _+_2
Per Domination won............................................... _+_5
On holy ground aligned or non-aligned^1 ................... _+_2
On holy ground of your deity/opposing deity.......... _+_5
On holy, sanctified ground of deity/opp. diety^2 ....... _+_10
On grounds of primary temple of d/o.d.^3 ................. _+_15
Per 1000 Miracle Points spent................................ +1
Battle already won/lost............................................ _+_5
Overwhelmingly large number of enemies/allies....... _+_5
GM determined intimidation factor^4 ........................ _+_1 to _+_5
^1 Does not necessarily need to be of the cleric’s religion, just
closely aligned in ideals. The cleric himself may have consecrated the
ground.
^2 This would be a temple or place of regular worship, or a place of
some significant past event or miracle.
^3 The mother temple. The equivalent of the Papal Temple in Rome. Also a
reliably proven or universally believed location of a great event
directly related to the deity/power, i.e. Jerusalem (birth place of
Christ), Sauron’s stronghold, the spawning place of a demon, etc…
^4 If the cleric has a good or bad reputation, such as having led
winning crusades, or having been a great coward. Also if the cleric is
brandishing a significant holy relic, etc…
How it works:
Once the cleric’s current Willpower and level are added together and all
modifiers are taken into account, this total is considered the cleric’s
Aura total. Each round of the contest reduces this total by one point
until it reaches 20, at which point the cleric rolls a d20 and must roll
equal or greater than that number for it to reduce one more point. The
first cleric to zero loses.
/Example/: Father Jim, a cleric of Kour, has a Willpower of 25, and is
level 10. He is currently in possession of a Can of Kuor’s Light, a holy
relic, which gives him a +3 (as determined by the GM). Unfortunately he
is facing an evil cleric in an evil temple, but not the mother temple,
which gives Father Jim a –10, and the evil cleric a +10. If Father Jim
had stayed outside of the temple and challenged the evil cleric while
the evil cleric stood on the steps, then Father Jim would have suffered
no penalty, and the evil cleric would still have received a +10.
Father Jim has a reputation for traveling with powerful companions,
including two Champions of the Grand Arena of Waterdeep. Father Jim also
has a reputation as a destroyer of evil. The GM awards another +2 to
Father Jim for his intimidating reputation. And, since the party has
recently cleared the temple of all of the evil allies and minions, and
at least one of them will probably be able to make a Saving Throw well
enough to hang around even if the evil cleric prevails, and whack his
sorry butt anyway, the GM awards Father Jim another +5 for the battle
being already won.
Now the evil cleric is pretty close to average in Willpower, and is of
level 10 himself, but the big kicker is that he worships a minor power,
a Greater Demon.
When all is said and done, Father Jim has an Aura Total 5 points higher
than the evil cleric’s Aura Total.
They enter into the challenge of Domination. The GM decrees that several
rounds pass until the evil cleric’s Aura Total now equals 20. On the
next round the evil cleric must roll a d20 and hope to not get a natural
20, or his Aura Total will reduce to 19. The evil cleric will have to
roll 5 times before Father Jim has to worry about rolling the d20.* *At
one point, near to the end, Jim’s companions get the idea to defile the
temple. The evil cleric is impotent to stop these deeds, and the GM
awards a –1 modifier to the evil cleric.
At this point, Jim declares he is going to use some of his Miracle
Points, and decides to spend 2000 M.P., which bumps him back up two points.
With these last modifiers, Father Jim has enough of a lead that he is
victorious. The evil cleric screams in horror as Kuor sends his soul
into eternal damnation and the body disappears in a blue bolt of
lightning. The ground trembles and the altar cracks in half. Since the
battle is over, Father Jim collapses with exhaustion and must rest for
the day to get his strength back, leaving the looting of the temple to
the other adventurers. For his victory, Father Jim acquires an immediate
11,000 EXP (10% of the evil cleric’s EXP, applied immediately to the
cleric class), and his Willpower’s racial max goes from 25 to 26.
*
*
*Many clerics are able to turn away, or sway in loyalty various forms of
undead and evil. *A cleric can turn/sway a number of undead, or innately
evil creatures like demons and devils, equal to (Cleric level-Undead
rank)+1d4.
Cleric’s Level
_1-2 3 4-5 6 7-8 9 10-11 12 13-14 15 16-17 18 19+_
1 9 4 T T D D D* D* D* D* D* D* D*
U 2 14 9 4 T T D D D* D* D* D* D* D*
n 3 19 14 9 4 T T D D D* D* D* D* D*
d 4 20 19 14 9 4 T T D D D* D* D* D*
e 5 - 20 19 14 9 4 T T D D D* D* D*
a 6 - - 20 19 14 9 4 T T D D D* D*
d 7 - - - 20 19 14 9 4 T T D D D*
8 - - - - 20 19 14 9 4 T T D D
9 - - - - - 20 19 14 9 4 T T D
10 - - - - - - 20 19 14 9 4 T T
SPECIAL - - - - - - - 20 19 14 9 4 T
+ Consecrated Warriors with turning abilities turn undead as a cleric
two levels below their level.
*T* This symbol indicates automatic turning - whether cleric is evil or
good.
*D* This symbol indicates the cleric has automatically brought the
undead to a friendly status (evil cleric) or destroyed or damned them
(good cleric).
*D* *This symbol indicates that the cleric automatically destroys/sways
a number of undead equal to (2 x Cleric level) – Undead rank +1d4.
*-* No effect upon the undead is possible where a dash is shown.
Levels of Undead
_UNDEAD_ _LEVEL_
Apparition 6
Coffer corpse 2
Ghast...................................... 4
Ghost 8
Ghoul 3
Huecuva.................................. 3
Juju zombie 3
Lich 10
Monster zombie...................... 3
Mummy 7
Paladin (L 1-2) 7
Paladin (L 3-4......................... 8
Paladin (L 5-6) 9
Paladin (L 7-8) 10
Paladin (L9-10)...................... Special
Paladin (L11+) Unturnable
Penanggalan 5
Shadow.................................... 5
Skeleton 1
Son of Kyuss 4
Special.................................... Special
Specter 7
Vampire 8
Vampire (cleric)...................... 9
Vampire (magic user) 10
Wight 6
Wraith.................................... 6
Zombie 1
*
*
Levels of Undead
_UNDEAD_ _LEVEL_
Skeleton 1
Zombie 1
Coffer corpse.......................... 2
Ghoul 3
Huecuva 3
Juju zombie............................. 3
Monster zombie 3
Ghast 4
Son of Kyuss........................... 4
Penanggalan 5
Shadow 5
Apparition.............................. 6
Wight 6
Wraith 6
Mummy.................................. 7
Paladin (L 1-2) 7
Specter 7
Ghost...................................... 8
Paladin (L 3-4) 8
Vampire 8
Paladin (L 5-6)....................... 9
Vampire (cleric) 9
Lich 10
Paladin (L 7-8)....................... 10
Vampire (magic user) 10
Paladin (L9-10) Special
Special.................................... Special
Paladin (L11+) Unturnable
brockrwood wrote:
>
> A player in my DragonQuest campaign wanted to play a D&D "cleric" type
> of character. Oddly, although there are many references (both explicit
> and implied) to religious themes in DQ, there is no "cleric" skill in
> the game. Did the designers intentionally leave this up to the GM?
> Were the designers actively trying to steer clear of religion when
> they designed the game?
>
> The solution the player and I came up with was to let him play a mage
> of the "White Magic" college. This college is included in the "DQ Open
> Source" document.
>
> Have any of you come up with a different solution?
>
> - Brock
>
>