MongooseMatt
First Post
Hi guys,
The Quintessential Cleric II, written by Patrick Younts, is now out and available in your local games store.
The Career Paths available to Clerics allow players to customise their pious characters at lower levels without resorting to all-defining prestige classes, simply by making a few wise choices with skills and feats. Available, there is the Exorcist, Flagellant, Healer, Martyr, Paragon, True Believer, Inquisitor, Strong Right Hand, Witch Hunter, Evangelist, and Missionary.
Players wishing to experiment with multiclassed clerics now have an entire chapter to themselves, with logical combinations and possible benefits from taking certain classes at certain times. For example, a Cleric/Fighter is known as a Crusader, and gets options to certain domains, use turn attempts to boost Armour Class or gain feats related to his deity's chosen weapon for free, in place of domain spells.
The Legendary Cleric focuses on prestige classes aimed at high or even Epic level (and epic level rules are provided for each of these new classes). They include the Bastion, Divine Shard, Godhead, and Sacrifice.
Tools of Faith expands the cleric's repertoire of mundane and equipment that can potentially make the difference between life and death while adventuring. Armoured Vestments may be useful for church owners in the wilderness while those of a more crusading mentality may be interested in Juggernaut Armour. Added to this are holy water sprinklers, war symbols, death candles, liturgy texts and many, many more.
The Divine Champion chapter introduces the concept of Greater Domains, powerful sources of divine energy for higher level clerics. There are also some alternate choices for domain powers, allowing clerics of different faiths but similar domains to have radically different abilities.
Tricks of the Trade gives new options for clerical characters - the use of Diplomacy is covered to convert NPCs to a new faith, and Knowledge (religion) can now be used to conduct exorcisms. Full creation rules are also provided for clerics who wish to craft saintly relics.
Divine Ceremony Magic is a new type of divine casting that will interest high level clerics who are approaching the limits of their power. By gathering the faithful to them and leading a ceremony, the rawest power of their deity can be brought to mortal realms. This can be simple as a binding Baptism but the uppermost reaches of ceremony magic can be truly world-ending stuff, such as the Drow's Black Sunrise. . .
The last main chapter is Survival Tactics, a treatise on how to get the very best out of your cleric and how to integrate his abilities with the rest of the party.
The book winds up with a complete character sheet and a full index.
The Quintessential Cleric II - Advanced Tactics is priced at $21.95 and is available now from all good games stores and book shops.
The Quintessential Cleric II, written by Patrick Younts, is now out and available in your local games store.
The Career Paths available to Clerics allow players to customise their pious characters at lower levels without resorting to all-defining prestige classes, simply by making a few wise choices with skills and feats. Available, there is the Exorcist, Flagellant, Healer, Martyr, Paragon, True Believer, Inquisitor, Strong Right Hand, Witch Hunter, Evangelist, and Missionary.
Players wishing to experiment with multiclassed clerics now have an entire chapter to themselves, with logical combinations and possible benefits from taking certain classes at certain times. For example, a Cleric/Fighter is known as a Crusader, and gets options to certain domains, use turn attempts to boost Armour Class or gain feats related to his deity's chosen weapon for free, in place of domain spells.
The Legendary Cleric focuses on prestige classes aimed at high or even Epic level (and epic level rules are provided for each of these new classes). They include the Bastion, Divine Shard, Godhead, and Sacrifice.
Tools of Faith expands the cleric's repertoire of mundane and equipment that can potentially make the difference between life and death while adventuring. Armoured Vestments may be useful for church owners in the wilderness while those of a more crusading mentality may be interested in Juggernaut Armour. Added to this are holy water sprinklers, war symbols, death candles, liturgy texts and many, many more.
The Divine Champion chapter introduces the concept of Greater Domains, powerful sources of divine energy for higher level clerics. There are also some alternate choices for domain powers, allowing clerics of different faiths but similar domains to have radically different abilities.
Tricks of the Trade gives new options for clerical characters - the use of Diplomacy is covered to convert NPCs to a new faith, and Knowledge (religion) can now be used to conduct exorcisms. Full creation rules are also provided for clerics who wish to craft saintly relics.
Divine Ceremony Magic is a new type of divine casting that will interest high level clerics who are approaching the limits of their power. By gathering the faithful to them and leading a ceremony, the rawest power of their deity can be brought to mortal realms. This can be simple as a binding Baptism but the uppermost reaches of ceremony magic can be truly world-ending stuff, such as the Drow's Black Sunrise. . .
The last main chapter is Survival Tactics, a treatise on how to get the very best out of your cleric and how to integrate his abilities with the rest of the party.
The book winds up with a complete character sheet and a full index.
The Quintessential Cleric II - Advanced Tactics is priced at $21.95 and is available now from all good games stores and book shops.