But back in Barael's Europe, where demons and warlords and spiders carry the day, things have gone stagnant. Let's (try to) get back on track.
In Cleric Part 1, I laid the groundwork for the Christian Cleric in Barael's Europe, but spent most of the post explaining the mechanical differences between Orthodox and Arian varieties. That bit should have been its own topic, but hey, we live in disorganised times.
To clarify, then, here is the meat of the Cleric class, in perhaps a more familiar format:
ClericClerics are Christians devoted to spreading Christ's teachings, protecting the faithful, and serving the Lord. Provided they uphold their faith (i.e., are of Lawful alignment), Clerics can perform miracles in the form of clerical spells. While Clerics are part of the church hierarchy, they are not priests--rather, they are servants of the Church, given adventuring missions by their ordained superiors.
Prime Requisite: WIS (+5% XP with WIS 13+)
Hit Dice: 1d6 (+1hp/level after 9th)
Weapons: Club, Hammer, Mace (all); Flail, Short Sword, Sling (Arian)
Base XP: 1,500
Class AbilitiesBrackets contain skill point costs; ignore if you are not using the optional Class Skills rules
Convert [1pt]: Clerics may appeal to sentient beings with a religious proclamation relevant to the current situation and delivered by the player. This forces a reaction roll, modified by the difference between the Cleric’s level and the subject’s Hit Die (e.g., a 4th-level Cleric converting a 1HD orc gains +3). If the subject can understand the Cleric, it responds as indicated by the reaction result for the duration of the encounter (conversion is permanent if the reaction roll is 12 or more).
Saving Throw Bonus [0pt]: Clerics gain a +2 bonus on saving throws vs. Paralysis or Poison.
Divine Spells [1pt/spell level]: Clerics receive miraculous powers from a devout acceptance of Christian Trinity (God the Father, the Son, and the Holy Ghost). Full faith in God and service to His law are all that the Cleric requires to cast divine spells. Orthodox Clerics have full access to the clericial spell list; Arian Clerics cannot cast spells higher than 3rd-level and must cast them as rituals (i.e., casting time of 1 turn/spell level or cast on consecrated ground).
Politics [1pt; Arian Clerics only]: Arianism enjoys the support of many Western power-brokers in Barael's Europe, as the heresy supports their application of rulership through social stratification. As a result, Arian Clerics gain a +1 bonus to reaction rolls with political leaders. If a given reaction roll results in 12 or more, the leader will act as a political patron (GM discretion as to what exactly this involves--certainly favouritism, but not unconditionally so and definitely not to the point of self-sacrifice).
Career PathsAt 4th-level, the Cleric may select a career path (unless otherwise noted, Class Abilities above are unchanged):
Crusaders are members of Christian fighting orders who use force of arms to further God's work: protecting the faithful, recovering lost holy lands and relics, and conversion (or punishment) of the heathen.
Restrictions: Upon selection of this path, the Cleric's prime attribute shifts to Charisma. Like other Clerics, they remain dedicated to God and retain access to miracles, though they are limited to 2nd-level spells.
Special Abilities: Crusaders may use swords and lances if their order allows them. They also project an aura of confidence on the battlefield which manifests as a combat bonus equal to their level, which may be split amongst to-hit, damage, or saving throw rolls of multiple allies within 1" per level each round (e.g., a 5th-level crusader could provide a +3 to-hit bonus, and a +1 damage bonus to each of 2 allies in a single round). Finally, the crusader's CHA adjustment is added to enemy morale rolls.
Prophets are itinerant Christian pilgrims. They do not believe in conversion through force, and instead seek willing adherents through religious teachings and miracles.
Restrictions: Because of their wandering, prophets do not establish permanent strongholds or churches. Their outlook precludes wearing armour, and they fight only in self-defence.
Special Abilities: Prophets may cast their level in protection, divination, and healing spell levels each day at no cost (e.g., a 4th-level prophet gains 4 levels per day of protection, divination, and healing spells). Further, prophets add their CHA adjustment to conversion attempts.
Next up, Fighters.
Listening to: Peter Gabriel, So
- And isn't it always? I'm not sure why I feel obligated to explain my lack of time spent engaged in a voluntary, not-for-profit hobby. Maybe just to let you all know that my infrequent posting isn't because of something you did ... I'm just sensitive that way.