Continuing through my homebrewed BX D&D player's guide, I give you the Cleric class for Shattered Sky.
CLERIC
Militant
servants of the gods of humanity, clerics excel in combat and in divine
spellcasting. Their first duty is to the preservation and advancement of the
human race and adventuring clerics often perform this duty by seeking out new
lands and new resources for Humankind. Their faith and devotion grants them
divine spells (found in Part 3: SPELLS)
and turning abilities.
Clerics
in Shattered Sky gain one spell at first level.
COMBAT
TRAITS: Clerics have d8 hit dice to represent their standard role as secondary
fighter in an adventuring group. To this end, clerics can use any armor or
shield, and those weapons seen as acceptable by their deity. This varies from
deity to deity and may include certain edged weapons.
SPECIAL
ABILITIES: All clerics have the ability to turn certain kinds of monsters, but
not all are devoted to the exclusive destruction of the undead. Humanity is
beset on all sides by terrible and alien creatures bent upon its destruction or
enslavement and some deities grant their clerics the power to oppose these
monsters.
Turning
Human
clerics in the Shattered Sky setting will have a specific category of turning
based upon their chosen deity. Thus, a cleric's turning ability may apply to
one of the following monster categories, as assigned by the player at the time
of character creation and only be changed if the cleric's devotion changes.
- Arcane: Creatures formed of, or powered by, arcane energy - such as living spells, animated objects, and many (but not all) constructs.
- Elementals: Includes any hostile elemental creature or genie - not just the evil ones. Any construct animated by an elemental spirit also falls into this category.
- Ilfae: The foul faerie creatures of the dark. For the most part, this will not include goblins.
- Umbral: Vile outsiders from the shadowy lower planes. This includes demons and devils, as well as other creatures of similar disposition and motivation.
- Undead: As the standard cleric's turning ability.
CLERIC EXPERIENCE TABLE
Spells
|
||||||||||
Level
|
Experience
|
Hit Dice
|
1
|
2
|
3
|
4
|
5
|
|||
1
|
0
|
1d8
|
1
|
-
|
-
|
-
|
-
|
|||
2
|
1,500
|
2d8
|
2
|
-
|
-
|
-
|
-
|
|||
3
|
3,000
|
3d8
|
2
|
1
|
-
|
-
|
-
|
|||
4
|
6,000
|
4d8
|
2
|
2
|
-
|
-
|
-
|
|||
5
|
12,000
|
5d8
|
2
|
2
|
1
|
1
|
-
|
|||
6
|
25,000
|
6d8
|
2
|
2
|
2
|
1
|
1
|
|||
7
|
50,000
|
7d8
|
3
|
3
|
2
|
2
|
1
|
|||
8
|
100,000
|
8d8
|
3
|
3
|
3
|
2
|
2
|
|||
9
|
200,000
|
9d8
|
4
|
4
|
3
|
3
|
2
|
|||
10
|
300,000
|
9d8+1
|
4
|
4
|
4
|
3
|
3
|
|||
11
|
400,000
|
9d8+2
|
5
|
5
|
4
|
4
|
3
|
|||
12
|
500,000
|
9d8+3
|
5
|
5
|
5
|
4
|
4
|
|||
13
|
600,000
|
9d8+4
|
6
|
5
|
5
|
5
|
4
|
|||
14
|
700,000
|
9d8+5
|
6
|
6
|
6
|
5
|
5
|
CLERIC
TURNING TABLE
Cleric
Level
|
1
hd
|
2
hd
|
3
hd
|
4
hd
|
5
hd
|
6
hd
|
7
hd
|
8
hd
|
9
hd
|
10
hd
|
1
|
7
|
9
|
11
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
2
|
T
|
7
|
9
|
11
|
-
|
-
|
-
|
-
|
-
|
-
|
3
|
T
|
T
|
7
|
9
|
11
|
-
|
-
|
-
|
-
|
-
|
4
|
D
|
T
|
T
|
7
|
9
|
11
|
-
|
-
|
-
|
-
|
5
|
D
|
D
|
T
|
T
|
7
|
9
|
11
|
-
|
-
|
-
|
6
|
D
|
D
|
D
|
T
|
T
|
7
|
9
|
11
|
-
|
-
|
7
|
D
|
D
|
D
|
D
|
T
|
T
|
7
|
9
|
11
|
-
|
8
|
D
|
D
|
D
|
D
|
D
|
T
|
T
|
7
|
9
|
11
|
9
|
D
|
D
|
D
|
D
|
D
|
D
|
T
|
T
|
7
|
9
|
10
|
D
|
D
|
D
|
D
|
D
|
D
|
D
|
T
|
T
|
T
|
11+
|
D
|
D
|
D
|
D
|
D
|
D
|
D
|
D
|
T
|
T
|
The
table above represents the chances for clerics to succeed in turning one or
more monsters of their chosen type and of the listed hit dice (hd).
A number represents the target needed to equal
or beat on a 2d6 roll. On a success, another 2d6 is rolled to determine total
hit dice turned, with a minimum of one creature, no matter how low the roll. A
cleric adds any Charisma modifier to the total, if any.
A result of T indicates
an automatic success.
A result
of D means the creature is destroyed
or dismissed to their home plane (in the case of a monster from another
dimension).
No effect means
the creature cannot be turned by a cleric of that level.
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