Saturday, June 16, 2012

Shattered Sky Rulebook - The Cleric



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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