Difference between revisions of "Cleric"

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==Summary Table==
 
==Summary Table==
{{ClassTable
+
 
|name=Cleric
+
{{ClassTable|name=Cleric|skill=6|hd=8|corp=0|spirit=1|visc=1|pp=3|type=Offense}}
|skill=4
 
|hd=10
 
|fort=1
 
|ref=0
 
|will=1
 
|pp=2
 
|type=Offence
 
}}
 
  
 
==Expertise==
 
==Expertise==
===Admonisher===
 
An Admonisher is a bane to their enemies. They are able to force a specific group of people, be it undead, outsiders, dragons, or the like, flee or obey their commands.
 
 
====Admonisher 1====
 
As a Cleric becomes an Admonisher, they choose a non-humanoid non-animal creature type. When fighting these creatures, the Cleric gets certain advantages. When knowingly using any power targeting a creature of that type, an Admonisher treats their PP Limit as one higher than it otherwise would be.
 
 
====Admonisher 2====
 
Admonishers learn to focus their willpower upon their enemies. When they reach level 4, they choose either Smite or Control. If the Admonisher does not have access to the appropriate effect, they gain it. The selected effect has +2 PP Limit when used against creatures of the Admonisher's chosen type. The selected effect's secondary cost is reduced by 1.
 
 
====Admonisher 3====
 
Admonishers become adept at using their chosen enemy's weak points against them. If they use a damaging power against a creature with their chosen creature type, they have advantage on the damage roll. If they use a non-damaging power against such a creature, they have advantage on their attack roll.
 
 
====Admonisher X====
 
An Admonisher learns how to invoke their own ire. They may destroy a trophy recovered from their chosen type of creature as a minor action in order to treat a single enemy as if they were of the chosen type until the end of their next turn. A trophy can be created at a rate of 1 per 2HD from a corpse of the chosen creature type, or bought for 50gp a piece, though they are quite rare.
 
 
Such trophies often take the form of scales, severed horns, claws, locks of hair, fingers, or any other similarly sized objects.
 
 
 
===Vitalist===
 
===Vitalist===
Vitalists are carefully tuned to the powers of life and death. Their abilities to directly restore or destroy their enemies are greatly enhanced.
 
 
 
====Vitalist 1====
 
====Vitalist 1====
Vitalists may use the Harm, Heal Self, and Heal Other effects with a Point Limit increased by 1. The base cost for these powers is also 0 for a Vitalist. However, Vitalists struggle to use other effects, and must treat other effects as if their base cost were increased by 1 when used as the Primary Effect of a power. The secondary effects of other effects remain unchanged.
+
Vitalists are masters of lifecrafting. Whenever they use the Harm or Heal powers, they may reroll any 1s on the effect dice.
 
 
 
====Vitalist 2====
 
====Vitalist 2====
Vitalists learn to draw or grant power at a range. The default range for Harm, Heal Self, and Heal Other changes to 30ft.  
+
Vitalists' focus on the whims of life give them strength in their duty. They receive +1 PP Limit and +1 PP to any Heal or Harm powers.
 
 
 
====Vitalist 3====
 
====Vitalist 3====
At a point, a Vitalist begins to understand the tangentially connected aspects of life force. Vitalist abilities also apply to Restore Other, Restore Self, Fatigue, and Repair
+
Occasionally, a Vitalist can perform great feats of lifecrafting. The critical range of Heal and Harm are doubled. This is applied after any additive modifiers.
 
 
 
====Vitalist X====
 
====Vitalist X====
Vitalists gain intimate knowledge and control over life force. When they use a Harm or Heal effect, they reduce the dice size by half, but add that half to the effect as maximised damage. For instance, the base Harm effect deals 1d8 damage. A Vitalist X would instead deal 1d4 + 4.
+
Master Lifecrafters are truely the lords of life and death. They may reroll 1s and 2s when using Heal or Harm powers.
 
 
===Moralist===
 
Moralists believe in their particular alignment strongly enough to affect those around them. They gain power to those axiomatically opposing them, and their aligning effects are stronger.
 
 
 
====Moralist 1====
 
The moralist gains bonuses to act against anyone with an alignment opposing theirs. If an opponent is 3 or more steps away on either [[Mechanics:Alignment|Alignment]] axis, they are considered philosophically opposed.
 
 
 
Any power directed against an opposed character has a +2 to attack and damage.
 
 
 
====Moralist 2====
 
As a Moralist becomes more sure in their convictions, they find more fault with others. At this point, any opponent who is 2 or more steps away on either axis is considered opposed.
 
 
 
Any power directed against an opposed character gains 1 free PP. This may be used to pay for part of the cost.
 
 
 
====Moralist 3====
 
At this point, Moralists begin to reject almost all other worldviews. Any opponent who is at least one step away on both axes is considered opposed.
 
 
 
Moralists of this level can detect their opposed alignments if they are within 30ft. This works through invisibility, concealment, walls, and the like, but may be fooled by certain effects that specifically work to hinder scrying effects, such as the Hide Nature effect. It does not grant enough perception to overcome concealment.
 
 
 
====Moralist X====
 
Eventually, Moralists become paragons of their worldview, so strongly entrenched in their beliefs that they come to embody them. Anyone who is not the exact same alignment as them is considered opposed.
 
 
 
Your creature type changes to Outsider (Native, Aligned), where Aligned is your alignment. You gain an aura of your alignment, and an effect gains +4 PP limit, dependant on your alignment. If you do not have the effect, you gain it.
 
 
 
{| class="wikitable"
 
!
 
! Good
 
! Moral
 
! Neutral
 
! Immoral
 
! Evil
 
|-
 
! Lawful
 
| Imprison
 
| Restore Other/Self
 
| Purify
 
| Deteriorate
 
| Harm
 
|-
 
! Civil
 
| Heal Other/Self
 
| Calm
 
| Suggest
 
| Charm
 
| Enrage
 
|-
 
! Neutral
 
| Detect Subterfuge
 
| Cure
 
| Choose One
 
| Disease
 
| Invisibility
 
|-
 
! Rebel
 
| Bless
 
| Improve Other
 
| Exhaust
 
| Improve Self
 
| Curse
 
|-
 
! Chaotic
 
| Diminsh
 
| Hide Nature
 
| Corrupt
 
| Impair
 
| Disease
 
|}
 
 
 
 
===Worshipper===
 
===Worshipper===
Worshippers focus their studies and prayer towards specific circles of divinity, allowing them an understanding beyond most of their peers.
 
 
 
====Worshipper 1====
 
====Worshipper 1====
Novice Worshippers are taught early on about the areas of influence of their patrons. They select two domains to learn from. Effects from their domains have a PP Limit of +1.
+
Initiate Worshippers choose a domain, and are granted bonuses relating to it.
 
+
Fire: +1 to all damage rolls
 +
Water: +1 Target or Effect to all buffs
 +
Air: +10ft all movements
 +
Earth: +2 to all defences and saves
 
====Worshipper 2====
 
====Worshipper 2====
Adept Worshippers begin to truly plumb the depths of their domains. They may select another domain to learn from, and all domain effects may have 1 free PP.
+
Apprentice Worshippers receive +1 PP Limit and +2 PP to the Power matching their domain.
 
 
 
====Worshipper 3====
 
====Worshipper 3====
Expert Worshippers focus deeply on the basics of their craft. All domain effects have a PP Limit of +2, replacing the Novice Worshipper ability but stacking with others.
+
Novice Worshippers gain a second domain, and receive all appropriate bonuses to and from that domain.
 
 
 
====Worshipper X====
 
====Worshipper X====
Master Worshippers understand the true meaning of their areas of study. The first secondary effect applied to one of their domain effects, by one of their domain effects, is free.
+
Expert Worshippers double all bonuses given by their domain.
 
 
 
===Spherewalker===
 
===Spherewalker===
Spherewalkers have practical experience in extraplanar matters; perhaps they are planetouched, perhaps they encountered a djinn in their youth. Either way, they have an affinity for existing in and interacting with the extraplanar.
 
  
 
====Spherewalker 1====
 
====Spherewalker 1====
Spherewalkers are adept at harnessing the powers of the outer planes, where the gods are said to reside. Most begin their studies with an elemental plane. Choose the Fire, Water, Earth, or Air effect. It has +1 PP Limit, and has 1 free PP.
+
Spherewalkers are experts in travel and life on the various planes. They receive the following effect:
 
+
<Effect>
 +
Name=Banish
 +
Cost=1
 +
Effect=Target makes a save with DC equal to 10 + the Spherewalker's level, against the higher of their MDur and PDur. If they fail, they suffer damage equal to twice the Spherewalker's level.
 +
Applicable to=Attacks against extraplanar entities
 +
</Effect>
 
====Spherewalker 2====
 
====Spherewalker 2====
As they become more adept at understanding the immaterium, they understand how to call on and control beings from such spheres. Control Outsider receives a +1 PP Limit, and 1 free PP. You also gain advantage on checks used in the Summon Outsider ritual.
 
  
 +
Spherewalkers are known for their ability to exorcise their foes. They receive +4 to attack rolls against outsiders.
 
====Spherewalker 3====
 
====Spherewalker 3====
Spherewalkers eventually gain the ability to pick and choose their outsiders. They may choose to add templates to their summoned outsiders, in place of directly improving the outsider.
 
  
 +
A Spherewalker's focus is undeniable. Banished foes are forced to shift 5ft and are Stunned for 1 round
 
====Spherewalker X====
 
====Spherewalker X====
Spherewalkers ultimately learn to embrace the influence of the outer spheres. They do not suffer environmental damage for being within standard outer sphere environments. Their type also changes to Outsider (Native).
 
  
 +
Masterful Spherewalkers are able to banish their foes almost for good. When a Banishing attack crits, its critical strike bonus is doubled.
 
==Proficiencies==
 
==Proficiencies==
  
 
[[Category:Class]]
 
[[Category:Class]]
 
[[Category:Divine Power Source]]
 
[[Category:Divine Power Source]]

Latest revision as of 12:42, 22 December 2018

Cleric is a Divine class that excels in channelling positive and negative energies. Their ability to heal and harm gives them great potential in a party.

Power Source

Clerics have access to the Divine power source. They have access to any 4 Divine domains.

Summary Table

Class Summary Table: Cleric

HD: d8Skill Points/Level: 6 + [Int]

Level Level Bonus Corporeal Spiritual Visceral Life Gained (avg) PP Gained Special Abilities
1 +0 +0 +2 +2 8 3 Expertise 1.1
2 +1 +0 +3 +3 4 6 Offense
3 +1 +1 +3 +3 5 11 Basic Off-Type Bonus
4 +2 +1 +4 +4 4 15 Expertise 1.2
5 +2 +1 +4 +4 5 20 Offense
6 +3 +2 +5 +5 4 25 Basic Off-Type Bonus
7 +3 +2 +5 +5 5 30 Expertise 1.3
8 +4 +2 +6 +6 4 36 Offense
9 +4 +3 +6 +6 5 41 Basic Off-Type Bonus
10 +5 +3 +7 +7 4 47 Expertise 1.X
11 +5 +3 +7 +7 5 53 Expertise 2.1
12 +6 +4 +8 +8 4 59 Offense
13 +6 +4 +8 +8 5 65 Basic Off-Type Bonus
14 +7 +4 +9 +9 4 71 Expertise 2.2
15 +7 +5 +9 +9 5 77 Offense
16 +8 +5 +10 +10 4 83 Basic Off-Type Bonus
17 +8 +5 +10 +10 5 89 Expertise 2.3
18 +9 +6 +11 +11 4 96 Offense
19 +9 +6 +11 +11 5 102 Basic Off-Type Bonus
20 +10 +6 +12 +12 4 109 Expertise 2.X
21 +10 +7 +12 +12 5 115 Expertise 3.1
22 +11 +7 +13 +13 4 122 Offense
23 +11 +7 +13 +13 5 129 Basic Off-Type Bonus
24 +12 +8 +14 +14 4 135 Expertise 3.2
25 +12 +8 +14 +14 5 142 Offense
26 +13 +8 +15 +15 4 149 Basic Off-Type Bonus
27 +13 +9 +15 +15 5 156 Expertise 3.3
28 +14 +9 +16 +16 4 163 Offense
29 +14 +9 +16 +16 5 170 Basic Off-Type Bonus
30 +15 +10 +17 +17 4 177 Expertise 3.X

Expertise

Vitalist

Vitalist 1

Vitalists are masters of lifecrafting. Whenever they use the Harm or Heal powers, they may reroll any 1s on the effect dice.

Vitalist 2

Vitalists' focus on the whims of life give them strength in their duty. They receive +1 PP Limit and +1 PP to any Heal or Harm powers.

Vitalist 3

Occasionally, a Vitalist can perform great feats of lifecrafting. The critical range of Heal and Harm are doubled. This is applied after any additive modifiers.

Vitalist X

Master Lifecrafters are truely the lords of life and death. They may reroll 1s and 2s when using Heal or Harm powers.

Worshipper

Worshipper 1

Initiate Worshippers choose a domain, and are granted bonuses relating to it. Fire: +1 to all damage rolls Water: +1 Target or Effect to all buffs Air: +10ft all movements Earth: +2 to all defences and saves

Worshipper 2

Apprentice Worshippers receive +1 PP Limit and +2 PP to the Power matching their domain.

Worshipper 3

Novice Worshippers gain a second domain, and receive all appropriate bonuses to and from that domain.

Worshipper X

Expert Worshippers double all bonuses given by their domain.

Spherewalker

Spherewalker 1

Spherewalkers are experts in travel and life on the various planes. They receive the following effect: <Effect> Name=Banish Cost=1 Effect=Target makes a save with DC equal to 10 + the Spherewalker's level, against the higher of their MDur and PDur. If they fail, they suffer damage equal to twice the Spherewalker's level. Applicable to=Attacks against extraplanar entities </Effect>

Spherewalker 2

Spherewalkers are known for their ability to exorcise their foes. They receive +4 to attack rolls against outsiders.

Spherewalker 3

A Spherewalker's focus is undeniable. Banished foes are forced to shift 5ft and are Stunned for 1 round

Spherewalker X

Masterful Spherewalkers are able to banish their foes almost for good. When a Banishing attack crits, its critical strike bonus is doubled.

Proficiencies