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.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
Dark Sun Conversion - classes
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="Staffan" data-source="post: 1226489" data-attributes="member: 907"><p><strong>Cleric, general stuff</strong></p><p></p><p><span style="font-size: 15px">Cleric, general stuff</span></p><p><span style="font-size: 15px"></span>This section describes traits that clerics of varying elements have in common.</p><p><strong>Alignment:</strong> Any.</p><p><strong>Hit die:</strong> d8</p><p><strong>Class skills:</strong> Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (the planes) (Int), Profession (Wis) and Spellcraft (Int).</p><p>Skill points: 2+Int modifier.</p><p>[code] Spell progression</p><p>Lvl BAB Fort Ref Will Class features 0 1 2 3 4 5 6 7 8 9</p><p>1 +0 +2 +0 +2 Turn undead 3 1 — — — — — — — —</p><p>2 +1 +3 +0 +3 4 2 — — — — — — — —</p><p>3 +2 +3 +1 +3 Minor granted power 4 2 1 — — — — — — —</p><p>4 +3 +4 +1 +4 5 3 2 — — — — — — —</p><p>5 +3 +4 +1 +4 Ignore element, minor granted power 5 3 2 1 — — — — — —</p><p>6 +4 +5 +2 +5 5 3 3 2 — — — — — —</p><p>7 +5 +5 +2 +5 Gate element, minor granted r 6 4 3 2 1 — — — — —</p><p>8 +6/1 +6 +2 +6 6 4 3 3 2 — — — — —</p><p>9 +6/1 +6 +3 +6 Minor granted power 6 4 4 3 2 1 — — — —</p><p>10 +7/2 +7 +3 +7 6 4 4 3 3 2 — — — —</p><p>11 +8/3 +7 +3 +7 Minor granted power 6 5 4 4 3 2 1 — — —</p><p>12 +9/4 +8 +4 +8 6 5 4 4 3 3 2 — — —</p><p>13 +9/4 +8 +4 +8 6 5 5 4 4 3 2 1 — —</p><p>14 +10/5 +9 +4 +9 6 5 5 4 4 3 3 2 — —</p><p>15 +11/6/1 +9 +5 +9 6 5 5 5 4 4 3 2 1 —</p><p>16 +12/7/2 +10 +5 +10 6 5 5 5 4 4 3 3 2 —</p><p>17 +12/7/2 +10 +5 +10 6 5 5 5 5 4 4 3 2 1</p><p>18 +13/8/3 +11 +6 +11 6 5 5 5 5 4 4 3 3 2</p><p>19 +14/9/4 +11 +6 +11 6 5 5 5 5 5 4 4 3 3</p><p>20 +15/10/5 +12 +6 +12 6 5 5 5 5 5 4 4 4 4</p><p>[/code]</p><p><span style="font-size: 12px">Class features</span></p><p></p><p><strong>Armor and weapon proficiency:</strong> All clerics are proficient in light armor and shields. They are also proficient in those simple weapons potentially allowed by their oaths (e.g. Caelum the Fire cleric is proficient with daggers, because they're a simple weapon and could conceivably be made from obsidian, an allowed material. If he finds a bone dagger, he can wield it without a non-proficiency penalty even though his elemental patrons will be angry with him for doing so). In addition, some of the elements provide other proficiencies as well.</p><p></p><p><strong>Spiritual oaths:</strong> Like druids in the core rules, clerics are bound by certain spiritual oaths to not use certain equipment in combat. In the case of the cleric, this is a matter of weapons rather than armor. Exactly what weapons are allowed is described under each element. If the cleric uses a forbidden weapon, he will be unable to cast cleric spells or use supernatural or spell-like class abilities for 24 hours.</p><p></p><p><strong>Spellcasting:</strong> Clerics cast spells like core clerics, except they don't get domain spells. They can cast spells from the general cleric spell list as well as the sphere corresponding to their element.</p><p></p><p><strong>Turn Undead (Su):</strong> Clerics can turn undead just like core clerics. All Athasian clerics turn undead instead of controlling them, due to the dislike the elemental spirits have for the unnaturalness of the undead. This is related to channeling elemental rather than positive energy. Undead that are destroyed by a cleric are usually consumed in a display appropriate to the cleric's element (e.g. burned in fire or swallowed by the earth)</p><p></p><p><strong>Spontaneous casting:</strong> Just like core clerics, Athasian clerics can spontaneously convert prepared spells to cure spells. In addition, they can also be converted to appropriate summon monster spells, but only to summon elementals. This means summon monster III, V, VI, VII, VIII and IX, as well as IV when used to summon 1d3 Small elementals.</p><p></p><p><strong>Ignore Element (Su):</strong> A 5th level cleric can once per day ignore the presence of the element he's allied with for a duration of one round per level. The exact effects depend on the actual element.</p><p></p><p><strong>Gate element (Su): </strong>A 7th level cleric may once per day gate in one cubic foot of elemental material from the plane he worships per level above 6th. This is the element in a pure form – a gust of wind for air, stone for earth, flames for fire and pure water for water. The exact effects depend on the element in question.</p><p></p><p><strong>Minor granted powers:</strong> In addition to the two major granted powers clerics get, they also get minor powers at levels, 3, 5, 7, 9, and 11 . These are picked from a list depending on the element.</p></blockquote><p></p>
[QUOTE="Staffan, post: 1226489, member: 907"] [b]Cleric, general stuff[/b] [size=4]Cleric, general stuff [/size]This section describes traits that clerics of varying elements have in common. [b]Alignment:[/b] Any. [b]Hit die:[/b] d8 [b]Class skills:[/b] Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (the planes) (Int), Profession (Wis) and Spellcraft (Int). Skill points: 2+Int modifier. [code] Spell progression Lvl BAB Fort Ref Will Class features 0 1 2 3 4 5 6 7 8 9 1 +0 +2 +0 +2 Turn undead 3 1 — — — — — — — — 2 +1 +3 +0 +3 4 2 — — — — — — — — 3 +2 +3 +1 +3 Minor granted power 4 2 1 — — — — — — — 4 +3 +4 +1 +4 5 3 2 — — — — — — — 5 +3 +4 +1 +4 Ignore element, minor granted power 5 3 2 1 — — — — — — 6 +4 +5 +2 +5 5 3 3 2 — — — — — — 7 +5 +5 +2 +5 Gate element, minor granted r 6 4 3 2 1 — — — — — 8 +6/1 +6 +2 +6 6 4 3 3 2 — — — — — 9 +6/1 +6 +3 +6 Minor granted power 6 4 4 3 2 1 — — — — 10 +7/2 +7 +3 +7 6 4 4 3 3 2 — — — — 11 +8/3 +7 +3 +7 Minor granted power 6 5 4 4 3 2 1 — — — 12 +9/4 +8 +4 +8 6 5 4 4 3 3 2 — — — 13 +9/4 +8 +4 +8 6 5 5 4 4 3 2 1 — — 14 +10/5 +9 +4 +9 6 5 5 4 4 3 3 2 — — 15 +11/6/1 +9 +5 +9 6 5 5 5 4 4 3 2 1 — 16 +12/7/2 +10 +5 +10 6 5 5 5 4 4 3 3 2 — 17 +12/7/2 +10 +5 +10 6 5 5 5 5 4 4 3 2 1 18 +13/8/3 +11 +6 +11 6 5 5 5 5 4 4 3 3 2 19 +14/9/4 +11 +6 +11 6 5 5 5 5 5 4 4 3 3 20 +15/10/5 +12 +6 +12 6 5 5 5 5 5 4 4 4 4 [/code] [size=3]Class features[/size] [b]Armor and weapon proficiency:[/b] All clerics are proficient in light armor and shields. They are also proficient in those simple weapons potentially allowed by their oaths (e.g. Caelum the Fire cleric is proficient with daggers, because they're a simple weapon and could conceivably be made from obsidian, an allowed material. If he finds a bone dagger, he can wield it without a non-proficiency penalty even though his elemental patrons will be angry with him for doing so). In addition, some of the elements provide other proficiencies as well. [b]Spiritual oaths:[/b] Like druids in the core rules, clerics are bound by certain spiritual oaths to not use certain equipment in combat. In the case of the cleric, this is a matter of weapons rather than armor. Exactly what weapons are allowed is described under each element. If the cleric uses a forbidden weapon, he will be unable to cast cleric spells or use supernatural or spell-like class abilities for 24 hours. [b]Spellcasting:[/b] Clerics cast spells like core clerics, except they don't get domain spells. They can cast spells from the general cleric spell list as well as the sphere corresponding to their element. [b]Turn Undead (Su):[/b] Clerics can turn undead just like core clerics. All Athasian clerics turn undead instead of controlling them, due to the dislike the elemental spirits have for the unnaturalness of the undead. This is related to channeling elemental rather than positive energy. Undead that are destroyed by a cleric are usually consumed in a display appropriate to the cleric's element (e.g. burned in fire or swallowed by the earth) [b]Spontaneous casting:[/b] Just like core clerics, Athasian clerics can spontaneously convert prepared spells to cure spells. In addition, they can also be converted to appropriate summon monster spells, but only to summon elementals. This means summon monster III, V, VI, VII, VIII and IX, as well as IV when used to summon 1d3 Small elementals. [b]Ignore Element (Su):[/b] A 5th level cleric can once per day ignore the presence of the element he's allied with for a duration of one round per level. The exact effects depend on the actual element. [b]Gate element (Su): [/b]A 7th level cleric may once per day gate in one cubic foot of elemental material from the plane he worships per level above 6th. This is the element in a pure form – a gust of wind for air, stone for earth, flames for fire and pure water for water. The exact effects depend on the element in question. [b]Minor granted powers:[/b] In addition to the two major granted powers clerics get, they also get minor powers at levels, 3, 5, 7, 9, and 11 . These are picked from a list depending on the element. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Dark Sun Conversion - classes
Top