Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
All Fours: the Rule of Fours? the Game of Fours?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steeldragons" data-source="post: 5746718" data-attributes="member: 92511"><p>Ok, til those other topics continue...back to the Skills.</p><p></p><p>These are getting more difficult to weed through and break down into digestable 4-blocks...I'm starting to see why/how they have been kind of wonky in every edition.</p><p></p><p>Pressing on...</p><p></p><p>Beginner Skills for Clerics (3 slots at 1st level + Smarts/Intellect modifiers)</p><p><strong></strong></p><p><strong>Devout Casting:</strong> cost 1. The cleric has a steady and centered mind and will that allows them to invoke their spells regardless of things going on around them. Kind of a mini-trance. A cleric with this Skill is able to cast while moving their normal movement rate (though not while running/rushing). Clerics with Devout Casting are even able to complete their spell if attacked (as long as the cleric remains above 0 hp).</p><p> </p><p><strong>Field Healing:</strong> cost 2. The Cleric is knowledgeable in basic medical training/treatment. A cleric with this skill can do d4 worth of non-magical healing through skillful use of this knowledge (bandaging, splints, use of medicinal herbs/creation of salves, etc.). The Cleric must spend a minimum of 4 rounds working on the wounded individual. They may use this skill as many times per day as they like. A cleric with this skill may also instruct others in appropriate treatment to the effect that a non-cleric using the "Healing" General Skill is able to mend d2 hit points to their patient. Clerics with this skill also gain an additional d4 hp to any healing spell they cast. </p><p></p><p><strong>Holy Striking:</strong> cost 2. The Cleric is a powerful wielder of their faith. Clerics with this skill gain a +1 to their to hit <em><strong>or</strong></em> damage roll (<em>declared before the die is cast!</em>). This Skill is usable 1/day per level of the Cleric. The effect of Holy Striking is a low-level channeling of the cleric's deity's divine power through their weapon and thus, if applied "to hit", will allow the cleric to strike creatures that can only be hit with "magic weapons". This bonus increases by +1/every other level gained by the Cleric: +2 at 3rd level, +3 at 5th, to a maximum of +4 at 7th level.<em></em></p><p><em></em></p><p><em>[Note: If using the "Alignment rules", the bonus is applied to damage is increased by 1 when striking a creature of opposing alignment: a good cleric v. evil creature or vice versa. A good cleric striking a neutral character would receive their normal bonus. A Good or "Ultimate Good" Extremist Cleric will receive </em><strong>no</strong><em> bonus to hit or damage - the skill "won't work" - if striking someone of Good alignment. Neutral Clerics do not receive any added bonus, receiving their bonus against foes of any alignment.]</em><strong></strong></p><p><strong></strong></p><p><strong>Stalwart Defending:</strong> cost 3. The Cleric is a pillar of their faith. They are able to bolster and uplift those [allies] in their presence. A cleric with Stalwart Defending gains +1 to all saving throws (Will Defense checks) against mind-based attacks or effects (fear, confusion, illsuions, charms and enchantments- including the<em> Sleep </em>spell) and morale checks. This +1 applies to the saves of all allies within 20' of the Cleric. This bonus increases +1 for every other level gained by the Cleric (+2 at 3rd level, +3 at 5th...) to a maximum of +4 at 7th.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5746718, member: 92511"] Ok, til those other topics continue...back to the Skills. These are getting more difficult to weed through and break down into digestable 4-blocks...I'm starting to see why/how they have been kind of wonky in every edition. Pressing on... Beginner Skills for Clerics (3 slots at 1st level + Smarts/Intellect modifiers) [B] Devout Casting:[/B] cost 1. The cleric has a steady and centered mind and will that allows them to invoke their spells regardless of things going on around them. Kind of a mini-trance. A cleric with this Skill is able to cast while moving their normal movement rate (though not while running/rushing). Clerics with Devout Casting are even able to complete their spell if attacked (as long as the cleric remains above 0 hp). [B]Field Healing:[/B] cost 2. The Cleric is knowledgeable in basic medical training/treatment. A cleric with this skill can do d4 worth of non-magical healing through skillful use of this knowledge (bandaging, splints, use of medicinal herbs/creation of salves, etc.). The Cleric must spend a minimum of 4 rounds working on the wounded individual. They may use this skill as many times per day as they like. A cleric with this skill may also instruct others in appropriate treatment to the effect that a non-cleric using the "Healing" General Skill is able to mend d2 hit points to their patient. Clerics with this skill also gain an additional d4 hp to any healing spell they cast. [B]Holy Striking:[/B] cost 2. The Cleric is a powerful wielder of their faith. Clerics with this skill gain a +1 to their to hit [I][B]or[/B][/I] damage roll ([I]declared before the die is cast![/I]). This Skill is usable 1/day per level of the Cleric. The effect of Holy Striking is a low-level channeling of the cleric's deity's divine power through their weapon and thus, if applied "to hit", will allow the cleric to strike creatures that can only be hit with "magic weapons". This bonus increases by +1/every other level gained by the Cleric: +2 at 3rd level, +3 at 5th, to a maximum of +4 at 7th level.[I] [Note: If using the "Alignment rules", the bonus is applied to damage is increased by 1 when striking a creature of opposing alignment: a good cleric v. evil creature or vice versa. A good cleric striking a neutral character would receive their normal bonus. A Good or "Ultimate Good" Extremist Cleric will receive [/I][B]no[/B][I] bonus to hit or damage - the skill "won't work" - if striking someone of Good alignment. Neutral Clerics do not receive any added bonus, receiving their bonus against foes of any alignment.][/I][B] Stalwart Defending:[/B] cost 3. The Cleric is a pillar of their faith. They are able to bolster and uplift those [allies] in their presence. A cleric with Stalwart Defending gains +1 to all saving throws (Will Defense checks) against mind-based attacks or effects (fear, confusion, illsuions, charms and enchantments- including the[I] Sleep [/I]spell) and morale checks. This +1 applies to the saves of all allies within 20' of the Cleric. This bonus increases +1 for every other level gained by the Cleric (+2 at 3rd level, +3 at 5th...) to a maximum of +4 at 7th. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
All Fours: the Rule of Fours? the Game of Fours?
Top