Variant Cleric for a Heroic Campaign
Aug 10, 2018 23:23:48 GMT -5
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Post by colinouchou on Aug 10, 2018 23:23:48 GMT -5
Variant Cleric for a Heroic Campaign
All Characters start with base 12 and roll 1d6 for all stats and for starting Gold.
Requirements for Cleric Min 15 Wis, The XP cost for gaining levels is steeper than that of a standard cleric and offsets the heroic mold.
All Characters start with base 12 and roll 1d6 for all stats and for starting Gold.
Requirements for Cleric Min 15 Wis, The XP cost for gaining levels is steeper than that of a standard cleric and offsets the heroic mold.
Experience *Hit Number of Spells & Level |
Clerics Level Points Dice 1 2 3 4 5 6 7 |
---------------------------------------------------------------------------------------------------------+
Acolyte, 1st 0 1d8+1 1 - - - - - - |
Deacon, 2nd 3,000 2d8+1 2 - - - - - - |
Friar, 3rd 6,000 3d8+2 3 1 - - - - - |
Rector, 4th 12,000 4d8+3 3 2 - - - - - |
Archdeacon, 5th 24,000 5d8+4 3 2 1 - - - - |
Minor Canon, 6th 48,000 6d8+2 3 2 2 1 - - - |
Priest, 7th 96,000 6d8+3 3 2 2 2 1 - - |
Canon, 8th 192,000 6d8+4 3 3 2 2 2 - - |
Abbot, 9th 384,000 7d8+3 4 3 2 2 2 - - |
Archpriest, 10th 768,000 7d8+4 4 3 3 3 3 - - |
Vicar, 11th 1,152,000 8d8+3 4 4 3 3 3 - - |
Curate, 12th 1,920,000 8d8+4 5 4 4 4 3 1 - |
Bishop, 13th 2,688,000 9d8+3 6 5 5 4 3 2 - |
Archbishop, 14th 3,456,000 9d8+4 7 6 5 5 4 3 1 |
Cardinal, 15th 4,992,000 11d8 9 8 6 5 4 4 2 |
Patriarch (only one) Elected by Cardinals on death of previous Patriarch, must be a Cardinal to be eligible.
Clerics do not receive a Constitution bonus to Hit Points
After 15th level, a Cleric will gain an additional level every 1,536,000 XP
After 15th level, a Cleric will gain an additional 2 Hit Points per level
No Additional Spells are gained after 15th Level
Clerics must be Lawful from the start of play and are humans being male or female. They may never commit Neutral, Chaotic or Evil acts. IF they commit a Neutral act, they must perform assigned penance and donate half of their wealth to the poor. If they commit Chaotic or Evil act they immediately lose all benefits they have accrued as detailed below and become an Anti-Cleric and/or Evil High Priest depending on current level. As an Anti-Cleric and/or Evil High Priest they are subject to immediate death at the hands of any Cleric or Paladin that finds them.
Clerics gain some of the advantages from both of the classes of Fighting-Men and Magic-Users as they have the use of all Armor(including Magical) and all non-edged Weapons(including Magical). They may not use spears, javelins, bows or crossbows, but they may use slings. They also have spells that are unique to their class. They are able to use more magical items than Fighting-Men. When Clerics reach the level of Archpriest the may build their own stronghold if they wish or they may ally themselves with a Lawful Fighting Man or with a Paladin. When they build a Stronghold a Cleric may not spend more than 200,000 GP on his stronghold, but he will receive supernatural help and and the fortress will be of triple that value. If he allies himself with a Lawful Fighting Man or a Paladin he will build his own portion of the stronghold for his "faithful men." "Faithful men will come to such a castle to serve and protect, they will be fanatically loyal, and they will serve at no cost. There will be from 20-80 heavy cavalry, 20-80 horsed crossbow men, and 50-200 heavy foot.
Clerics with castles of their own will have control of a territory similar to the "Barony" of fighters, and they will receive "tithes" equal to 20 Gold Pieces per Inhabitant/year. If they have allied themselves with a Lawful Fighting-Man or a Paladin their "tithe" is equal to 10 Gold Pieces per Inhabitant/year. These tithes will generally be in the form of various types of produce and supplies produced in the villages and on the farms and up to 5 days labor per man per year. They will also reap the "tithes" from the Lawful Fighting-Man or the Paladin of all their income.
The Cleric will need to gain control over the surrounding countryside similar to that of a Fighting Man's Barony. The presence of a Cleric will keep territory up to 30 miles distant from the stronghold free of monsters once cleared. Within each territory there will be up to a max of 18 villages of of a max of 400 inhabitants each. The surrounding farms will contain up to a max 800 additional families. The referee will help you determine the initial populace. The potential for at least two villages to grow into towns of up to 2000 people also exists. If on the ocean or an inland sea the potential for a large thriving port of up to 3000 people exists.
The Cleric will function as the Bishop of this territory (even if a Paladin is present) and each village will have a (non-adventuring) Priest.
The Cleric may also make investments in his territory. Some possible investments depending on the area are Road Building, Canals, Inns, Hunting, Religion, Armories, Animal Breeding, Farming, Fishing, Exploration, Ship Building, Sea Trade, Land Trade, Trapping and many others. Where Clerics/Paladins/Fighting-Men are allied such investments may be multiplied to their mutual benefit.
Clerics will be very concerned about the poor and will be generous and open-handed in meeting their needs. Failing to do so is an Evil act. They will also see that the needs of the "faithful" men and their families are met with generosity. In this way great wealth will not be hoarded by the church. Hoarding of wealth by a Cleric is a Chaotic act.