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Cleric Core Class

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  • Cleric Core Class

    This is not as finished as the other classes I have made. It also goes against the typical idea of a cleric, it being a combination mage/warrior. However, unlike a paladin, I also wanted a word that could fit a number of different religions. I talk about a little more about balancing issues over on my blog, but I thought this was also a good place to get some comments and suggestions on things I may not have considered.

    I plan on rounding out the class in the near future with a couple other specializations.

    CLERIC

    Primary Abilities: Constitution, Fighting, Intelligence, and Willpower
    Secondary Abilities: Accuracy, Communication, Dexterity, Perception, and Strength

    Starting Health: 25 + Constitution + 1d6
    Weapon Groups: Bludgeoning, Brawling, Flails* and Staves.

    LEVEL 1
    Class Cross-Training: You are treated as a Mage and Warrior for taking talents.

    Weapon of Faith: Your spells and strikes are driven by belief, not strength. Pick one weapon, not a weapon group, of your choice. You become proficient with that weapon and you add your Willpower instead of Perception or Strength to weapon damage with that weapon type.

    Starting Ability Focus: You start with a focus in Intelligence (Religious Lore).

    Starting Talents: You become a Novice in one of the following talents: Chirurgery, Observation, or Zeal*. You also start as a Novice in Armor Training.

    *See New Rules below.

    LEVEL 2
    Armored Casting: You reduce the amount of strain for casting spells in armor by 2.

    Magic Training, Cleric: You begin to manifest your faith through magic. You begin with one magic talent and two spells. Unlike a mage, your choice of arcana is restricted by your deity. For example, a cleric who follows Arune the Dawnbringer can choose the Fire, Healing, or Heroic Arcana.

    Your Weapon of Faith is treated as your Arcane Device for the purpose of casting spells.

    Magic Points, Cleric: You start with a number of magic points equal to Willpower + 1d6. You spend magic points when you cast spells. You regain them through prayer. You gain more magic points as you rise in level. Every time you gain a level, you gain your Willpower in magic points whenever you gain a new level.

    LEVEL 3
    New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

    LEVEL 4
    New Specialization: You may choose one specialization for your class. You gain the Novice degree of its specialization talent.

    LEVEL 5
    New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

    Improved Armored Casting: You reduce the amount of strain for casting spells in armor by 4.

    LEVEL 6
    New Specialization Talent: You gain the Journeyman degree in the specialization talent you gained at level 4.

    Quick Prayer: You can use your faith to regain magic points. Once per day by resting for 5 minutes, you can attempt a TN 13 Willpower (Faith) test. If you succeed, you regain MP equal to the Stunt Die + your Willpower.

    LEVEL 7
    New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

    LEVEL 8
    New Specialization Talent: You gain the Master degree in the specialization talent you gained at level 4.

    LEVEL 9
    New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

    LEVEL 10
    Greater Armored Casting: You reduce the amount of strain for casting spells in armor by 6.

    HOLY CHAMPION (Cleric Specialization)

    Requirements: You must have Constitution and Willpower 2 or higher.

    Novice: You can imbue your weapon with magic. You can spend 2 MP and an Activate action to treat your weapon of faith as a magic weapon for 5 minutes.

    Journeyman: You can choose to put yourself in harms way for your allies. When you Defend or Guard Up, you can choose one ally within 2 yards that receives the Defense bonus instead.

    Master: You can channel some of your power through your weapon. As an activate action, for every 2 MP you spend you add +1 penetrating damage to your next hit with your weapon. The maximum MP you can spend is equal to Willpower.

    NEW RULES

    Flails Group (Fighting)
    Weapon Damage Min. Str. Cost
    Flail 2d6 1 16 sp
    Scourge 1d6 11 sp
    Two-handed Flail 2d6+2 2 20 sp
    Scourge: A scourge is especially devastating to unprotected flesh. On damage rolls against an opponent without an Armor Rating, the scourge deals +2 damage.

    ZEAL
    Classes: Mage, Rogue, and Warrior

    Novice: Your fervor inspires those that follow you. Any NPCs that you lead gain a +1 bonus when rolling Willpower (Morale) ability tests.

    Journeyman: You are not easily swayed in your convictions. You can perform the Tower of Will roleplaying stunt for 3 SP.

    Master: You serve a power greater than yourself. If you fail a Willpower (Self-Discipline) test, you can re-roll it, but you must keep the results of the second roll.
    Last edited by Otog; 16th December 2015, 01:09 PM.
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