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All Fours: the Rule of Fours? the Game of Fours?
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<blockquote data-quote="steeldragons" data-source="post: 5757682" data-attributes="member: 92511"><p>Let's see how much I can condense all of this...so as not to lose track with some thing already decided. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Happy holidays, whatever they may be, to one and all!</p><p></p><p>CLASSES</p><p></p><p><strong>The Cleric</strong></p><p>Clerics are the faithful servants of the deities of the game world. They are the priests/priestesses of "organized religion", serving, protecting and furthering the tenets of their gods/goddesses, acting as the clergy for their temples, shrines and teaching the philosophical beliefs of their order. Through their connection with the divine, they gain spell abilities, power over the undead (and eventually other extra-planar beings, such as demons, and devils). Clerics are "warriors of their faith/temple." As such, they are permitted the use of armor and shields and well as "non-bladed" weapons (due to the mistaken original belief that a priest should/would/could not "shed blood"). </p><p></p><p>Primary Ability: Presence-a combination of one's wisdom and force of personality that serves to increase the cleric's potential spell ability and offering them a degree of resistance to mind-effecting magics and effeects.</p><p></p><p>Starting HP: 8 (+Strength bonus if applicable, +d8 per level)</p><p>Base AC: 2</p><p></p><p>Weapon Proficiencies: 2 (+1 per 3 levels)</p><p>Starting Skill Points: 3 (+ Intellect modifier if applicable, +1 per 2 levels)</p><p></p><p>Class Abilities/Skills: <strong>Spell Use</strong> (see chart t.b.d. +additional spells due to high Presence bonuses, if applicable).</p><p><strong></strong></p><p><strong>Power over the Undead</strong>- "Turning/Destroying" or "Cowering/Controlling" dependent on the Cleric's Alignment and/or general belief system. (see chart...t.b.d.)</p><p></p><p><strong>Religious Knowledge-</strong> All clerics are assumed to be schooled in the current religions and various practices of the existing temples. For their own religion/temple, this includes knowledge of such things as "holy days", iconography, mythology/history of the religion and its various sects (if any), mortal/divine enemies of the religion, conducting of rite/ritual, etc... For other temples/religions in the world, a recognition of things like iconography/symbols, some history or mythology (as it relates to their own), what deities/temples are on good (or bad) terms with others.</p><p></p><p>This Skill offers an automatic Skill point bonus of "1" for the Cleric and requires no Skill Points to be used. A cleric may add to their Religious Knowledge by expending Skill points to a maximum of 4.</p><p></p><p>To roll against a "Religion" check, the cleric must roll below their Presence score +1 (or higher if the cleric expends skill points to increase their knowledge.) on a d20. The extent and details of the information known/remembered is up to the DM. </p><p></p><p><em>Note: this Skill applies to matters existing/pertinent to the current "present" or "recent past" game world religions. For knowledge in lost/forgotten religions, gods, iconography, etc. a Cleric must expend skill points in the "Ancient Religion" General Skill.</em></p><p></p><p><strong>The Fighter</strong></p><p>The warrior, the mercenary, the swordsman, the knight, a fighter can be any number of these things and many more. The point is, the Fighter fights. He/she is (or strives to be) a master-of-arms, knowledgeable in the maintenance and use of all/any manner of weaponry and armor. Whether they are "holding the line" for their allies, charging into battle to lay low their enemies or laying down "cover fire" from afar, the fighter is the one with the strength and skill to excel when combat arises.</p><p></p><p>Prime Ability: Strength-increases chances to hit with melee weapons and offers a bonus to resist physical attacks and effects that wrack the body.</p><p></p><p>Starting HP: 10 (+Strength bonus if applicable, +d10 per level) </p><p>Base AC: 4</p><p></p><p>Weapon Proficiencies: 4 (+1 per level)</p><p>Starting Skill Points: 1 (+Intellect modifier if applicable, +1 per 4 levels.)</p><p></p><p>Class Abilities/Skills:<strong> Alternate Proficiency</strong>- A fighter is the only class which may apply their additional Weapon Proficiencies to their Skill points, if they so desire. So a 2nd level Fighter could be proficient in 4 weapons and use his 2nd level additional Weapon Proficiency to increase his Skill points to 2, instead of having 5 Weapon Proficiencies.</p><p></p><p><strong>Weapon Mastery</strong>- The Fighter receives +1 "To Hit" every 2 levels (+1 at 3rd level, +2 at 5th, to a maximum of +4 at 9th level). This bonus applies to any weapon with which the Fighter is proficient, including missile weapons. This bonus reflects the Fighter's increasing skill and eventual mastery of the use of his/her chosen weapons and applies in addition to (and regardless of) other "to hit" bonuses due to Strength, Skills or Specialization. <em>Note: This Class Ability does </em><strong>not</strong><em> increase/effect Damage as other Skills, Strength or Specialization does. It simply applies To Hit rolls.</em></p><p></p><p><strong>"Average Guy/Gal"</strong>- The Fighter may begin play with an additional Skill from the "General" list (of those Skills up to a max cost of 2 Skill points). This General Skill is the player's choice without expending any Skill Points. The Class Ability reflects some aspect of training or knowledge from the Fighter's past (and/or current area of interest).</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5757682, member: 92511"] Let's see how much I can condense all of this...so as not to lose track with some thing already decided. :) Happy holidays, whatever they may be, to one and all! CLASSES [B]The Cleric[/B] Clerics are the faithful servants of the deities of the game world. They are the priests/priestesses of "organized religion", serving, protecting and furthering the tenets of their gods/goddesses, acting as the clergy for their temples, shrines and teaching the philosophical beliefs of their order. Through their connection with the divine, they gain spell abilities, power over the undead (and eventually other extra-planar beings, such as demons, and devils). Clerics are "warriors of their faith/temple." As such, they are permitted the use of armor and shields and well as "non-bladed" weapons (due to the mistaken original belief that a priest should/would/could not "shed blood"). Primary Ability: Presence-a combination of one's wisdom and force of personality that serves to increase the cleric's potential spell ability and offering them a degree of resistance to mind-effecting magics and effeects. Starting HP: 8 (+Strength bonus if applicable, +d8 per level) Base AC: 2 Weapon Proficiencies: 2 (+1 per 3 levels) Starting Skill Points: 3 (+ Intellect modifier if applicable, +1 per 2 levels) Class Abilities/Skills: [B]Spell Use[/B] (see chart t.b.d. +additional spells due to high Presence bonuses, if applicable). [B] Power over the Undead[/B]- "Turning/Destroying" or "Cowering/Controlling" dependent on the Cleric's Alignment and/or general belief system. (see chart...t.b.d.) [B]Religious Knowledge-[/B] All clerics are assumed to be schooled in the current religions and various practices of the existing temples. For their own religion/temple, this includes knowledge of such things as "holy days", iconography, mythology/history of the religion and its various sects (if any), mortal/divine enemies of the religion, conducting of rite/ritual, etc... For other temples/religions in the world, a recognition of things like iconography/symbols, some history or mythology (as it relates to their own), what deities/temples are on good (or bad) terms with others. This Skill offers an automatic Skill point bonus of "1" for the Cleric and requires no Skill Points to be used. A cleric may add to their Religious Knowledge by expending Skill points to a maximum of 4. To roll against a "Religion" check, the cleric must roll below their Presence score +1 (or higher if the cleric expends skill points to increase their knowledge.) on a d20. The extent and details of the information known/remembered is up to the DM. [I]Note: this Skill applies to matters existing/pertinent to the current "present" or "recent past" game world religions. For knowledge in lost/forgotten religions, gods, iconography, etc. a Cleric must expend skill points in the "Ancient Religion" General Skill.[/I] [B]The Fighter[/B] The warrior, the mercenary, the swordsman, the knight, a fighter can be any number of these things and many more. The point is, the Fighter fights. He/she is (or strives to be) a master-of-arms, knowledgeable in the maintenance and use of all/any manner of weaponry and armor. Whether they are "holding the line" for their allies, charging into battle to lay low their enemies or laying down "cover fire" from afar, the fighter is the one with the strength and skill to excel when combat arises. Prime Ability: Strength-increases chances to hit with melee weapons and offers a bonus to resist physical attacks and effects that wrack the body. Starting HP: 10 (+Strength bonus if applicable, +d10 per level) Base AC: 4 Weapon Proficiencies: 4 (+1 per level) Starting Skill Points: 1 (+Intellect modifier if applicable, +1 per 4 levels.) Class Abilities/Skills:[B] Alternate Proficiency[/B]- A fighter is the only class which may apply their additional Weapon Proficiencies to their Skill points, if they so desire. So a 2nd level Fighter could be proficient in 4 weapons and use his 2nd level additional Weapon Proficiency to increase his Skill points to 2, instead of having 5 Weapon Proficiencies. [B]Weapon Mastery[/B]- The Fighter receives +1 "To Hit" every 2 levels (+1 at 3rd level, +2 at 5th, to a maximum of +4 at 9th level). This bonus applies to any weapon with which the Fighter is proficient, including missile weapons. This bonus reflects the Fighter's increasing skill and eventual mastery of the use of his/her chosen weapons and applies in addition to (and regardless of) other "to hit" bonuses due to Strength, Skills or Specialization. [I]Note: This Class Ability does [/I][B]not[/B][I] increase/effect Damage as other Skills, Strength or Specialization does. It simply applies To Hit rolls.[/I] [B]"Average Guy/Gal"[/B]- The Fighter may begin play with an additional Skill from the "General" list (of those Skills up to a max cost of 2 Skill points). This General Skill is the player's choice without expending any Skill Points. The Class Ability reflects some aspect of training or knowledge from the Fighter's past (and/or current area of interest). [/QUOTE]
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