Alternate Cleric Class

This variant cleric class uses the alternate spellcasting system from the Elementalist in NOD #3, based on the ‘turn undead’ table. If implemented, it would mean that each type of caster (magic-user, cleric, and psion) uses a different game mechanic.

Cleric Progression

Level XP Hit Dice BAB Save
1 0 1d6 +0 15
2 2,000 2d6 +0 14
3 4,000 3d6 +1 14
4 8,000 4d6 +1 13
5 16,000 5d6 +1 13
6 32,000 6d6 +2 12
7 64,000 7d6 +2 12
8 120,000 8d6 +2 11
9 240,000 9d6 +3 11

Inverse Dots

Game Rule Information

Prime Requisite: A cleric’s prime requisite is Wisdom; a character must have a WIS score of 9 or higher to become a cleric.

Alignment: PC clerics in this campaign must be of Lawful alignment.

Hit Dice: Clerics receive 5 starting hp (plus CON modifier, if any). A cleric gains 1d6 hit points + CON mod per class level.

Combat Ability: A cleric has a fair Base Attack Bonus progression. Lawful clerics take a vow against bloodshed and are only proficient with low-tech bludgeoning weapons.

Saving Throws: Clerics have fair saving throws, and gain +1 on saves vs. petrification or paralysis.

Special Abilities

Miracles: A cleric may channel divine energy in the form of miracles. To do so, a cleric must own and carry a consecrated holy symbol representing his faith.

A cleric can attempt to call miracles a number of times per day equal to his level. Note that this is number of attempts that may be made, not necessarily the number of miracles that are actually performed. It is possible that an unlucky cleric could fail on all of his attempts on a given day.

The table below depicts a cleric’s chance to successfully call upon a miracle (in terms of x in 6 chance) by character level and miracle level. An “A” means that the check is automatically successful. On a failed check, nothing happens and the attempt is wasted.

Exorcism: Lawful clerics also have the power of exorcism, that is, the ability to drive away undead monsters, possessing spirits, and other creatures of Chaos by means of faith alone. Use the same table as for calling upon miracles, but treat the miracle level as target HD instead.

Like miracles, exorcism attempts require a holy symbol. Unlike miracles, they may be attempted at will (to a maximum of once per creature per encounter) and do not count towards the number of miracles called per day.

Craft Magic Items: Also starting at 2nd level, clerics can scribe scrolls and enchant weapons and armour usable by their class. They are unable to craft other types of magic items (such as potions or wands) however. Refer to the BFRPG rules for Magical Research for more information.

Miracles / Exorcism

LevelĀ *
1 2 3 4 5
1 2
2 3 1
3 4 2
4 5 3 1
5 A 4 2
6 A 5 3 1
7 A A 4 2
8 A A 5 3 1
9 A A A 4 2

* The cleric may attempt to call upon miracles a number of times per day equal to level.


About K-Slacker

Gamer and 5th-level magic-user.
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