Cleric: Difference between revisions
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Players are advised that while canonical FR religions certainly exists within the Rings (particularly among those who have recently awoken), the conventional religions as practiced in the Forgotten Realms are diminished in importance in favor of new beliefs, codes, and idolatry of different powers. | Players are advised that while canonical FR religions certainly exists within the Rings (particularly among those who have recently awoken), the conventional religions as practiced in the Forgotten Realms are diminished in importance in favor of new beliefs, codes, and idolatry of different powers. | ||
Please visit the [[Small_Gods_of_the_City_(Local_Faiths)|Small Gods of the City]] section and decide if you want to represent a local faith! | |||
==Dogmatic Expectations== | ==Dogmatic Expectations== | ||
Clerics are expected to represent their [[Small_Gods_of_the_City_(Local_Faiths)|deity/divine]] belief in ways beyond simply casting the appropriate spells and accessing the domains granted by them. Clerics should uphold some manner of philosophy in their daily activities and role play. Best judgement is required but there is some flexibility in creativity of concept. If a Cleric strays too far they will receive spell casting failure chance (applied by DMs). | Clerics are expected to represent their [[Small_Gods_of_the_City_(Local_Faiths)|deity/divine]] belief in ways beyond simply casting the appropriate spells and accessing the domains granted by them. Clerics should uphold some manner of philosophy in their daily activities and role play. Best judgement is required but there is some flexibility in creativity of concept. If a Cleric strays too far they will receive spell casting failure chance (applied by DMs). | ||
==Choosing Domains== | ==Choosing Domains== |
Revision as of 11:56, 28 May 2020
- Information about Clerics in EFU: City of Rings
General
Generally pious individuals who have entered into service to the Divine. Through the use of relics, Clerics act as both the representative and conduit of the divine power of their deity. Those Clerics who act contrary to the divine energy they wield quickly find themselves stripped of their divine powers.
Alignment: Any
Hit Points: 8+CON per level
Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapon (Simple)
Skill Points: 2+int modifier per level (2+int modifier)*4 at 1st level
Save Progression: Fort High, Will High, Ref Low
Attack Bonus: +3/4 levels
Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation (except for "cure" and "inflict" spells, which can be spontaneously cast). Attunement to a Relic is required to cast spells.
Clerics in EFU: City of Rings
Clerics in EFU: City of Rings do not receive their ability to cast spells directly from a deity, but rather instead channel their ability to cast divine magic through a specific relic kept within their possession.
Some Clerics may well consider themselves a devoted servant to a particular deity, however their capacity to offer blessings and spells is fully contingent upon them keeping a relic of that deity or its portfolio in their possession.
Players are advised that while canonical FR religions certainly exists within the Rings (particularly among those who have recently awoken), the conventional religions as practiced in the Forgotten Realms are diminished in importance in favor of new beliefs, codes, and idolatry of different powers.
Please visit the Small Gods of the City section and decide if you want to represent a local faith!
Dogmatic Expectations
Clerics are expected to represent their deity/divine belief in ways beyond simply casting the appropriate spells and accessing the domains granted by them. Clerics should uphold some manner of philosophy in their daily activities and role play. Best judgement is required but there is some flexibility in creativity of concept. If a Cleric strays too far they will receive spell casting failure chance (applied by DMs).
Choosing Domains
Mechanically, players of a Cleric must select 1 appropriate domain each from the Primary and Secondary Domain Pools.
Primary Domains
Air, Death, Earth, Evil, Fire, Good, Water, Chaos, Law, Knowledge, Magic, Destruction, Drow, Elf, Dwarf, Halfling, Gnome, Orc.
Secondary Domains
Animal, Healing, Strength, Sun, Travel, Trickery, War, Luck, Ooze, Cavern, Darkness, Metal, Portal, Spider, Illusion, Spells, Reptilian, Undeath, Sea Caves, Renewal, Repose, Retribution, Rune, Storm, Suffering, Trade, Planning, Charm, Nobility, Fungus, Protection, Plant, Fate, Hatred.
Casting Spells
In order to be able to cast spells, they must then attune (via Player Tool) to an appropriate Relic that matches either of the domains they selected.
Players are advised to select domains according to desired theme and flair, the mechanically best choice may not have the best relics associated with it.
Custom spell changes: We have introduced a number of new spells. A complete list of all spell changes can be found here.
Cleric (Level 1)
- Bless Water: Create holy water
- Command
Cleric (Level 3)
- Heart Clutch
- Masochism
Cleric (Level 4)
- Ward Area
- Mass Ultravision
- Lower Spell Resistance
Cleric (Level 5)
- Chaav's Laugh
Cleric (Level 6)
- Scrying
Domain Alignment Table
Expand and consult the following table for information to see which domains are equivalent to each other for Relic Type.
Relic Type | Associated Domain(s) |
---|---|
Air | Air, Storm |
Animal | Animal |
Chaos | Chaos |
Charm | Charm |
Darkness | Darkness |
Death | Death, Undeath |
Destruction | Destruction |
Dwarf | Dwarf |
Earth | Earth, Cavern |
Elf | Elf |
Evil | Evil |
Fate | Fate, Retribution |
Fire | Fire |
Gnome | Gnome |
Good | Good |
Halfling | Halfling |
Hatred | Hatred |
Healing | Healing, Renewal, Repose |
Illusion | Illusion |
Knowledge | Knowledge, Rune |
Law | Law, Nobility |
Luck | Luck |
Magic | Magic, Spells |
Metal | Metal |
Ooze | Ooze |
Orc | Orc |
Portal | Portal |
Plant | Plant, Fungus |
Protection | Protection |
Reptilian | Reptilian |
Strength | Strength |
Suffering | Suffering |
Sun | Sun |
Spider | Spider, Drow |
Travel | Travel, Trade, Planning |
Trickery | Trickery |
War | War |
Water | Water, Sea Caves |
Universal | ALL |
Turn Undead
EFU: City of Rings has an entirely new Turn Undead system based on the Cleric's domains. When a PC initiates the use of Turn Undead, one effect out of three possible ones based on the primary domain of the Cleric will randomly take place.
The new Turn Undead effects ignore the regular Turn Undead effect entirely (unless otherwise specified), regardless of the bonuses of any of the domains listed in the past (for example, Turning Undead, Destruction Domain turns Constructs, etc.).
If a multiclassed character, there is a chance to experience failure if the character has more non-"turn undead class" (hereby referred to as TUC) levels than TUC class levels. Upon failure, the incantation of Turn Undead will simply do nothing and the charge will be depleted. The chance of success is equal to the character's TUC levels divided by non-TUC levels, rounded up to the nearest percentage up to 100%.
- Examples of such include:
- 3 Cleric, 4 Fighter = 3/4 = 75%
- 1 Cleric, 8 Rogue = 1/8 = 12.5% rounded to 13%
- 4 Cleric, 4 Wizard = 4/4 = 100%
- 2 Cleric, 1 Fighter = 2/1 = 100%
- 3 Cleric, 2 Paladin, 3 Fighter = (3+2)/3 = 5/3 = 100%
- 2 Cleric, 1 Paladin, 4 Fighter = (2+1)/4 = 3/4 = 75%