My Elfmaids and Octopi house rules for cleric turning and alt powers revision. Feedback or suggestions welcome for more like this or for how useless/useful rather than complete replacements (sniff no replies on G+). l - some feedback would help my blog on subject. I did enjoy early second ed cleric versions and in my game i give specialist priests a few extra spells from other lists. or try to do new spells for them. Traditional DnD priests to me are a mash up of templars with hammer horror with a kinda generic monotheistic god. Im happy to let players be priests of a pantheon rather than one god which is pretty fun. They get to acknowledge more than one god.
- i stubbornly want to use d12 and keep clerics having a power
Basic mechanic One use per level per day 1"/Lv range Undead turn flee round/1lv
Can turn one undead up to 2HD higher than level but it gets a save
Can turn d12 undead under HD with no save (or a d4HD for 1st lv)
Good cleric can destroy or "release" d12 undead under their half level
Neutral cleric can banish d12 undead who relocate 1 mile per level away
(because fuck everybody else and the dead)
Evil cleric can command d12 undead (max=CHA)
i do have lots of d4 HD petty undead like crawling hands and poltergeists for 1st lv to turn d4 HD undead, a zero level priest
Cleric Level Turn FX
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1/2
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0
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D4
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1+
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2+
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3+
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4+
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-1
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+2
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Considering shaman shamans would be good exorcists and mediums Notes on spirits here (must do spirit abilities table) Enter a 1 hour trance or ceremony once per level per day Locate and talk to and effect single spirit Banish stronger one to spirit world away from area Command 1HD weaker one - demand questions, perform a service Bind or destroy under half HD spirit - a bound one might be kept and commanded later 1 day per HD to craft binding object 1 day to make seal to make banishing from area long lasting Shaman could possibly attack animating spirit in captive undead then seal body to stop it returning. Will consider som other things to do with a fetch later...
Other Alt Cleric Powers
Animals priests could affect animals instead of dead
Other creature specialties: Elemental, demon, lycanthrope, plant, sea creature, slimes, fungi, reptilian, automatons, faerie (elves/goblins)
Love/rulership - fascinate humanoids or charm vs under 1/2
Peace - pacify violent living things with longer fx vs under 1/2 hd
War - give berserker fx, under 1l2 hd could be long term for CHA in followers
Chaos - confusion, under 1/2 could be longer term madness
Healing - d12 hp per lv per day
Zapping - d12 hp per lv per day 1"/lv range, can stack dice but they get a save or can fire all at separate targets at once
Possibly something illusory - above lv one sense, below lv two senses under half causes illusionary damage (temp or permanent)
Light/dark - 1" radius and one hour per lv - stick on self or location
Shapeshift - limited to gods choice 1 change/lv per day which is what i do for druids
Invisibility or protection from evil or anti magic shell or stoneskin or fly or other spell like fx
Disease - basic fx temporary -2 rolls, severest FX leaves victim with a actual disease
Poison - basic fx temporary d12HP loss, severest FX permanent damage if fail
Sleep - basic fx temporary sleep, severest fx last hours or awakened
Speak with dead vs dead persons HD
Divination a Y/N question per lv per day the god would know about
Weather Priest affect "HD" rank of desired weather fx over small area
1HD=5mph wind or 5 degrees temp or wind direction or use beaufort scale
1 Light shower or dew or light breeze most people would think pleasant
2 Medium rain many consider shelter, dampen fires, light mist
3 Downpour or fog or gentle breeze extend flags and sails, move leaves on branches
4 Snow or hail or wind can move dust and leaves into air or make sky grey
5 Storm, small branches in motion, twigs fly off, very wet or very dry
6 Wind whistles, branches in motion or make sky twilight
7 Feel resistance walking into wind, large trees in motion
8 Storm with lightning
9 Break tree limbs, structural damage or make sky black
10 Gale force wind, break trees
14 Hurricane force, ruin houses and ships
In one game the priest would rain on cultists ceremonies and party would wait to murder them in nearest shelter. Trying higer HD weather the existing weather gets a save lower HD weather has bigger area fx like -2HD over a mile or halfHD for sky. Even one 1st lv cleric on a ship is handy.
Priests get more than one power at every ten levels 10th and 20thmore power of god more choices
Demigod 1
Lesser God 2
Greater God 3
Greater God 4
I did have game where law/chaos effected elementals and evil/good effected undead and neutral did animals. Different gods might have certain choices
a sea god might give weather and/or sea creature
light god might have turn undead and zap and light
storm god might have bezerk zap and weather
Might be less trouble than spheres of spells
I guess if i over do it - it would be better than spells
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