Post by derv on Jul 26, 2019 21:01:43 GMT -6
I mentioned my use of the Cleric in the 5 Fixes thread and thought I would share my basic take on the class. Nothing earth shattering here. It's a result of my preference for low magic campaigns where Fighters are preeminent. Perhaps the Cabalist is the answer for those who want an armor wearing magic user in their games. Though, they remain relatively poor financially in their quest for hidden knowledge in my campaign.
The Cabalist
-Cleric level and HD progression. Fight as Cleric on Attack Matrix.
-Cleric weapon and armor restrictions.
-No Cleric benefits for building a fortress at name level.
-PC's may be Lawful or Neutral in alignment and may remain Neutral at 7th level and beyond. (Neutrals suffer an additional -1 penalty to Loyalty Base as determined by Charisma)
-Turning undead requires a talisman (holy symbol). A basic talisman may be purchased at character creation for 20 gp. This allows for the turning ability at 1st-2nd levels. Other more powerful talismans must be acquired through Quests or discovered in treasure hoards if the Cabalist wants to turn undead at greater levels.
-Spells:
>as per Cleric progression.
>require ingredients to cast, mostly alchemical or natural in nature and composition. I don't bother listing ingredients. I simply give the ingredients a cost and require them to be purchased through an Apothecary. 1st= 50 gp, 2nd= 100 gp, 3rd= 250 gp, 4th= 500 gp, 5th= 1000 gp. The cost is per spell.
>Spells must be discovered through scrolls or books in treasure hoards and recorded in the Cabalists Book of Spells. Or they can be researched as per the Magical Research rules in M&M. Each level requires a book. Empty books cost 50 gp/level.
>All 1st-5th level Cleric & MU spells are accessible.
>Spells are subject to failure [d20 < or = 10 + (character level - spell level)]= success. 20 is always a failure.
>Potions are assumed to be composed of same/similar ingredients as spells. I typically give them either an automatic success or 50/50 chance of failure. Depends on type of potion.
>Magical weapons and armor are not subject to spell failure. I consider them permanently enchanted.
That's about it, really. Essentially they are the Fighting Mans weaker cousin with a little quicker level progression and access to spells. Since I'm restrictive with magic I only let experienced players choose them. New players are always FM.
The Cabalist
-Cleric level and HD progression. Fight as Cleric on Attack Matrix.
-Cleric weapon and armor restrictions.
-No Cleric benefits for building a fortress at name level.
-PC's may be Lawful or Neutral in alignment and may remain Neutral at 7th level and beyond. (Neutrals suffer an additional -1 penalty to Loyalty Base as determined by Charisma)
-Turning undead requires a talisman (holy symbol). A basic talisman may be purchased at character creation for 20 gp. This allows for the turning ability at 1st-2nd levels. Other more powerful talismans must be acquired through Quests or discovered in treasure hoards if the Cabalist wants to turn undead at greater levels.
-Spells:
>as per Cleric progression.
>require ingredients to cast, mostly alchemical or natural in nature and composition. I don't bother listing ingredients. I simply give the ingredients a cost and require them to be purchased through an Apothecary. 1st= 50 gp, 2nd= 100 gp, 3rd= 250 gp, 4th= 500 gp, 5th= 1000 gp. The cost is per spell.
>Spells must be discovered through scrolls or books in treasure hoards and recorded in the Cabalists Book of Spells. Or they can be researched as per the Magical Research rules in M&M. Each level requires a book. Empty books cost 50 gp/level.
>All 1st-5th level Cleric & MU spells are accessible.
>Spells are subject to failure [d20 < or = 10 + (character level - spell level)]= success. 20 is always a failure.
>Potions are assumed to be composed of same/similar ingredients as spells. I typically give them either an automatic success or 50/50 chance of failure. Depends on type of potion.
>Magical weapons and armor are not subject to spell failure. I consider them permanently enchanted.
That's about it, really. Essentially they are the Fighting Mans weaker cousin with a little quicker level progression and access to spells. Since I'm restrictive with magic I only let experienced players choose them. New players are always FM.