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ALL the clerics

magnificentophat Aug 24th, 2018 96 Never
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  1. Cleric
  2.  
  3. A: Abjuration, Blessings
  4. B: Minor Petition
  5. C: Banish
  6. D: Major Petition, Bodyguard
  7. E: Miracle, Divine Casting
  8. F: Martyr
  9.  
  10. Abjuration: You brandish your holy symbol and things back off. This requires you to do nothing else for one round.
  11. Blessings: Something unique to your flavor of cleric.
  12. Minor Petition: You spend an exploration turn in prayer and then something happens.
  13. Banish: Your Abjuration expands the types of targets it can affect or becomes more powerful.
  14. Major Petition: Some sort of more powerful version of your Minor Petition that also takes an exploration turn in prayer.
  15. Bodyguard: If an adjacent ally would take damage, you can opt to take it for them. This ability has a 4-in-6 chance of succeeding.
  16. Miracle: You can perform your Petitions instantaneously in combat, though at a greater penalty.
  17. Divine Casting: You can cast from scrolls like a Wizard. You take a penalty on the roll equal to the [dice] involved. Mishaps give you a cumulative -1, whereas Dooms give you a cumulative -2 and stop you from casting until you atone.
  18. Martyr: You can burn your hp to get a bonus to your rolls. For every 2 of your max hp you sacrifice, you get +1 to the roll. This hp loss heals one point for each day you don’t use this ability.
  19.  
  20. You get +1 Save for each Cleric template you possess.
  21.  
  22. Atoning requires an hour spent in meditation and prayer and a successful reaction roll. Every act you commit or fail to commit in service of your faith imposes a cumulative -1 penalty to the roll and all uses of your abilities.
  23. Every time you try to cast do something Cleric-like, you roll 2d6 and add half of your Cleric templates.
  24. 2: Abandoned (you can’t use this ability until you atone and -1 to all other abilities)
  25. 3-5: Spurned (you take -1 to all other abilities)
  26. 6-8: Failure (you might be able to make another attempt)
  27. 9-11: Success (standard success)
  28. 12+: Rewarded (double effect, undead destroyed, etc)
  29.  
  30. Lawful Cleric
  31. Your Abjuration works against the undead and demonic spirits. Modify your roll by the difference between yours and the targeted undead’s HD. Any undead within 30’ must flee and cannot willingly move towards you and must stay 10’ away at all times. On a critical success, all undead take 1d6 damage and those with less HD than you must Save or be destroyed.
  32. Your Minor Petition removes all Lethal Damage, heals 1d6+1 hp, and removes 1d4 days off of all injuries to a minimum of 1. A critical success heals 2d6+2 hp and removes 2d4 days. This can only be attempted once per target per day.
  33. Your Blessings will purify 3 rations, 6 waterskins, or enough normal food to feed 12 people. On a critical success, the food will heal an additional 1d6 hp and water can be made into holy water.
  34. When using Banish you can attempt to dispel magical spells and effects or even extremely magical creatures. Use the [dice] invested in the spell as HD for the purposes of penalty.
  35. Your Major Petition can remove curses and cure diseases, using the HD of the responsible creature as a penalty. This can only be performed once a day but can be attempted as many times as you want. Trivial ailments are 1 HD, paralysis is 2 HD, serious or deadly diseases and poisons are 3 or 4 HD, and anything as bad as a mummy’s curse is 5 HD. A critical success will also heal the person like your Minor Petition.
  36. When performing a Miracle, you simply perform one of your Petitions in a single combat round and apply the responsible entity’s HD as a penalty even if it’s already been applied.
  37. Alternate Orders
  38. The Order of Light gains the ability to create a magical light instead of purifying food and water. An object you touch sheds light for 30’/30’, lasts for two hours, and has all the properties of sunlight.
  39. The Order of the Wind gains the favor of the wind spirits. So long as you are unarmored, you use your Cleric templates as a bonus to Defense. You get an extra +2 against small projectiles and none of it applies to large objects. As soon as you wear armor, this bonus is lost. You can also hold your breath to become lighter and halve fall damage. You can launch arrows without a bow.
  40.  
  41. Neutral Cleric
  42. Your Abjuration works against wild animals and abominations against nature. Your roll is opposed by the HD of the creature you’re trying to fend off. If successful, you hold it at bay and it makes a Morale check. On a critical success, it makes a Morale check penalized by your bonus to the roll. This can only be attempted once per beast per encounter. Swarms count as one animal.
  43. Your Minor Petition lets you automatically succeed on your next wilderness survival check. A critical success gives you +4 to your next Navigation check, 3 vegetable rations, 6 meat rations for the price of 1 arrow, and 2 doses of an herb. This can only be performed once per week, but you can attempt it as many times as you like.
  44. Your Blessing allows you to put an animal or swarm of animals under your sway for hours equal to the roll. This is penalized by the HD of the creature. On a critical success, you recruit the animal as a retainer. It has morale and counts to your limit just like a human retainer.
  45. When using Banish, you can try to fend off people bearing the trappings of civilization or destroy modern technology. On a critical success, the modern items are destroyed.
  46. Your Major Petition allows you to sculpt a roomful of earth or bend vines, wood, and plants to your will. A critical success lets you keep this effect up for an hour or sculpt a houseful of earth.
  47. When performing a Miracle, you apply a -1 penalty for vines, a -2 penalty for wood, a -3 to -4 penalty for plants depending on how big they are, and a -5 penalty for moving earth.
  48. Alternate Orders
  49. The Order of the Beast gives you the ability to become a beast rather than befriend them. You need the skin of the beast you wish to become and it can’t be that much bigger than you. You take on it’s form for an hour and then rip out of its skin. On a critical success, you can opt to take its form for the whole day or as long as you like. As a Miracle you apply the creature’s HD as a penalty and only take on the form for 3d6 rounds.
  50.  
  51. Chaotic Cleric
  52. Your Abjuration allows you to inspire fear in all sentient creatures in a 50’ cone. They must all make a Morale check and if failed, Save or drop what they’re holding. A critical success deals 1d4 necrotic damage and applies a penalty to the check equal to your bonus to this roll. You can only do this once per encounter, but you can keep trying so long as you don’t roll a 5 or lower.
  53. Your Minor Petition curses weapons, either 20 arrows or a single weapon. You can only do this once per weapon type per day. You get -2 to Attack because of the dark energies radiating from it. After a successful hit, the creature takes 1 damage each round down to 1 hp. A critical success means you only take -1 to Attack and it deals 2 damage a round. The curse expires after a day.
  54. Your Blessing allows you to poison food and water. The effect lasts for 1d4 days and gives a -2 to all rolls. On a critical success, it will last for 2d4 days and give a -4 to all rolls.
  55. When using Banish you always deal 1d4 necrotic damage and apply a penalty to the check. A critical success just deals 2d4 damage and doubles the penalty for the check.
  56. Your Major Petition allows you to wreath your hands in dark energies. You gain 1d4 charges of 1d6+1 damage. This expires after 10 minutes. A critical success means you deal 2d6+2 damage.
  57. When performing a Miracle, apply the “HD” of the weapon as a penalty starting at 1 HD for 1d4 and going up by one for each increase in die size. For a Major Petition, you pre-roll the charges and apply that as a penalty to the roll.
  58. Alternate Orders
  59. The Order of Fire allows you to imbue normal flame with the properties of Double Fire. It will always light things on fire and will never go out if dropped. If deprived of oxygen, it only has a 2-in-6 chance of going out each turn and a 2-in-6 chance of flaring back to life when retrieved. A critical success means it burns twice as bright, dealing an extra 1d6 damage.
  60. The Order of Death allows you to attempt to control the undead. You can try to use your Abjuration against them, but instead of making a Morale check, undead equal to half your level must Save or obey you for an hour. Additionally, you can spend an exploration turn once per day healing undead you control for 1d6+1 damage. A critical success means they become yours or heals the undead you control for 2d6+2.
  61.  
  62. Starting Skill
  63. 1. History, 2. Literature, 3. Medicine, 4. Religion
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