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Who gets what?...Class Abilities
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<blockquote data-quote="steeldragons" data-source="post: 5826447" data-attributes="member: 92511"><p>Cleric (includes Druids, Shamans and Priests except where noted below):</p><p>-automatic 8 HP/level or d8 HP/lvl</p><p>-any armor</p><p>-Limited to bludgeoning/blunt weapons: mace, hammer, morningstar, flail, staff, club/cudgel. Optional Add-on: the Cleric may also choose the "preferred"/mythologic/symbolic weapon of their deity, if they have one: bows for clerics of Artemis, spears for clerics of Cu'Chulain, etc.</p><p>-Religious Knowledge and [mundane] Healing Skills (if deity appropriate, other deity relevant skills as applicable: History or Languages, for example, for a god of history and knowledge or Military History and tactics for a god of war)</p><p>-Divine Magic Spell use (optionally categorized by Spheres/Domains matching the deity's areas of interest/influence if they go that way).</p><p>-"Turn Undead": One per day per level, the Cleric may invoke the "holy might" of their deity/faith to effect the creatures of the undead and other extra-planar creatures. (If Alignment is to be used in the game, this is limited to creatures of opposing alignment to the Cleric). See [hypothetical] Turning table to determine the number of HD of creatures effected and how they are effected (Halted, Turned or Destroyed/Returned to their plane of origin).</p><p></p><p>Druid</p><p>-limited to light (non-metal) armors (hides/furs, leather, "natural scale", etc.)</p><p>-limited to weaponry as follows: club/cudgel, dagger/knife, scimitar, scythe, sickle, spear, staff, sling.</p><p>-Increased Resistance: +1 to saves versus elemental energies: fire/heat, ice/cold, and lightning. This bonus increases every 5 levels to a max of +4 (above, beyond, despite any other protections) at 15th level.</p><p>-Animal and Plant Lore/Knowledge and Wilderness Survival skills.</p><p>-"Nature" Magic Spell Use.</p><p>-"Nature's Tongue" -The Druid may also select a single type of normal creature with which they can Speak with Animals (as the spell of the same name). This may be "wolves" or "lions" or "snakes" or even as broad as, say "songbirds" or "birds of prey", but should not be so wide a classification as "Mammals" or "Reptiles" or "Any Feline", "All Birds", etc. [at the DM's discretion, of course]. The Druid may expand/select a different kind of animal every 3rd level (3rd, 6th, 9th, 12th, and, finally, 15th). </p><p>-"Elemental Command" -Druids may not Turn/have no power over the Undead or Demons or Devils. They may, however, use the Turning Table to effect conjured/summoned Elemental Creatures (fire, water, air or earth) to attempt to return them to the plane on which they "belong." (Note, if Alignment is being used in the game, the alignment of the elemental creature/being is of no consequence to the Druid's attempt).</p><p>-"Shapeshift" -[everyone's favorite, overused and made waaaaay to accessible druid trick, imho. Gonna try to reign that back in a bit]. Once per day and increasing +1 times every other Druid level (3rd, 5th, etc) to a maximum of 5 times per day @ 9th level, the Druid may shapechange into a natural animal of their choice. While so changed, the Druid has all of the abilities and attacks (flying, breathing under water, climbing, enhanced senses, claws, antlers, etc.) of that creature and can converse freely with other animals of that type. </p><p></p><p>The Druid possesses the ability to heal themselves through this transformation, 2 HP per druid level. The HP may be applied in any amount when turning into the animal shape and/or also when shifting back to one's normal form, as desired by the Druid, so long as the daily maximum of 2 HP/level per day is not exceeded. </p><p></p><p>The transformation lasts for the Druid's Level +3 rounds. A Druid may not Shapeshift again until double the amount of time has passed in this normal shape. Nor may they jump directly from one animal shape to another without returning to their normal shape until achieving 10th level. At 10th level, however, the limitation to 5 different shapeshiftings per day still applies, just that they can go straight from one animal shape to another (and apply their healing as desired through any of the transformations).</p><p></p><p>Priests</p><p>- HD is 6 instead of 8.</p><p>- no armor.</p><p>- limited weaponry: staff, rod/club/cudgel, dagger/knife.</p><p>- additional Diplomatic/Interaction skills.</p><p>- Divine Magic Spell Use: receives an additional +1 spell per tier (spell level) per day. In the event of any "variable effects" (duration, area of effect, damage, etc.) that are part of the spell description, the Priest's spells are always at their FULL possible effect for the Priest's caster level. </p><p>- "Ceremonial Magic": The Priest may conduct one Ceremony per day to duplicate any spell to which the Priest has access OR is one tier/spell level higher than the Priest's highest spell level. i.e. A Priest capable of casting 2nd level spells may use their Ceremonial Casting to perform/duplicate a 3rd level Divine spell effect (which they would normally/eventually gain access to. i.e. within the Priest's permitted Spheres/Domains if such a system is used). This ritual casting requires 1 hour of preparation and meditation. The length of the actual conducting/casting is as per the spell being invoked. The effects of the spell are the same as per the spell description for a caster of the Priest's level. Also for the conducting of other "Ritual Magic/Spells" [assuming such a thing/if Ritual spells exist in the new game] the time and cost of the Ritual is halved for the Priest.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5826447, member: 92511"] Cleric (includes Druids, Shamans and Priests except where noted below): -automatic 8 HP/level or d8 HP/lvl -any armor -Limited to bludgeoning/blunt weapons: mace, hammer, morningstar, flail, staff, club/cudgel. Optional Add-on: the Cleric may also choose the "preferred"/mythologic/symbolic weapon of their deity, if they have one: bows for clerics of Artemis, spears for clerics of Cu'Chulain, etc. -Religious Knowledge and [mundane] Healing Skills (if deity appropriate, other deity relevant skills as applicable: History or Languages, for example, for a god of history and knowledge or Military History and tactics for a god of war) -Divine Magic Spell use (optionally categorized by Spheres/Domains matching the deity's areas of interest/influence if they go that way). -"Turn Undead": One per day per level, the Cleric may invoke the "holy might" of their deity/faith to effect the creatures of the undead and other extra-planar creatures. (If Alignment is to be used in the game, this is limited to creatures of opposing alignment to the Cleric). See [hypothetical] Turning table to determine the number of HD of creatures effected and how they are effected (Halted, Turned or Destroyed/Returned to their plane of origin). Druid -limited to light (non-metal) armors (hides/furs, leather, "natural scale", etc.) -limited to weaponry as follows: club/cudgel, dagger/knife, scimitar, scythe, sickle, spear, staff, sling. -Increased Resistance: +1 to saves versus elemental energies: fire/heat, ice/cold, and lightning. This bonus increases every 5 levels to a max of +4 (above, beyond, despite any other protections) at 15th level. -Animal and Plant Lore/Knowledge and Wilderness Survival skills. -"Nature" Magic Spell Use. -"Nature's Tongue" -The Druid may also select a single type of normal creature with which they can Speak with Animals (as the spell of the same name). This may be "wolves" or "lions" or "snakes" or even as broad as, say "songbirds" or "birds of prey", but should not be so wide a classification as "Mammals" or "Reptiles" or "Any Feline", "All Birds", etc. [at the DM's discretion, of course]. The Druid may expand/select a different kind of animal every 3rd level (3rd, 6th, 9th, 12th, and, finally, 15th). -"Elemental Command" -Druids may not Turn/have no power over the Undead or Demons or Devils. They may, however, use the Turning Table to effect conjured/summoned Elemental Creatures (fire, water, air or earth) to attempt to return them to the plane on which they "belong." (Note, if Alignment is being used in the game, the alignment of the elemental creature/being is of no consequence to the Druid's attempt). -"Shapeshift" -[everyone's favorite, overused and made waaaaay to accessible druid trick, imho. Gonna try to reign that back in a bit]. Once per day and increasing +1 times every other Druid level (3rd, 5th, etc) to a maximum of 5 times per day @ 9th level, the Druid may shapechange into a natural animal of their choice. While so changed, the Druid has all of the abilities and attacks (flying, breathing under water, climbing, enhanced senses, claws, antlers, etc.) of that creature and can converse freely with other animals of that type. The Druid possesses the ability to heal themselves through this transformation, 2 HP per druid level. The HP may be applied in any amount when turning into the animal shape and/or also when shifting back to one's normal form, as desired by the Druid, so long as the daily maximum of 2 HP/level per day is not exceeded. The transformation lasts for the Druid's Level +3 rounds. A Druid may not Shapeshift again until double the amount of time has passed in this normal shape. Nor may they jump directly from one animal shape to another without returning to their normal shape until achieving 10th level. At 10th level, however, the limitation to 5 different shapeshiftings per day still applies, just that they can go straight from one animal shape to another (and apply their healing as desired through any of the transformations). Priests - HD is 6 instead of 8. - no armor. - limited weaponry: staff, rod/club/cudgel, dagger/knife. - additional Diplomatic/Interaction skills. - Divine Magic Spell Use: receives an additional +1 spell per tier (spell level) per day. In the event of any "variable effects" (duration, area of effect, damage, etc.) that are part of the spell description, the Priest's spells are always at their FULL possible effect for the Priest's caster level. - "Ceremonial Magic": The Priest may conduct one Ceremony per day to duplicate any spell to which the Priest has access OR is one tier/spell level higher than the Priest's highest spell level. i.e. A Priest capable of casting 2nd level spells may use their Ceremonial Casting to perform/duplicate a 3rd level Divine spell effect (which they would normally/eventually gain access to. i.e. within the Priest's permitted Spheres/Domains if such a system is used). This ritual casting requires 1 hour of preparation and meditation. The length of the actual conducting/casting is as per the spell being invoked. The effects of the spell are the same as per the spell description for a caster of the Priest's level. Also for the conducting of other "Ritual Magic/Spells" [assuming such a thing/if Ritual spells exist in the new game] the time and cost of the Ritual is halved for the Priest. [/QUOTE]
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