I'm balance time between working up the foundation of the Druid, Monk, Dark Elf, Orc, Bard, Paladin, Illusionist and Ranger and adjusting the existing classes.
In
play, most things work as they do in 13th
Age: saves, the escalation die, backrounds, one unique things, and
for simplicity weapon and armor selection are purely for cosmetic
details, your class or race dictates your defenses and damage output,
unless you get a cool magic item. Most classes go to 10th
level with some only going to 9th.
Spells,
magic items and foes are used as they appear in Labyrinth Lord.
Cleric
Requirements:
None
Hit Points per Level: 6 + Con mod per Level
Maximum Level: 10
Initiative:
Dex mod + Level
Armor Class (no armor): 10 + middle mod of Con/Dex/Wis + Level
Armor
Class (armor): 14 +
middle mod of Con/Dex/Wis + Level
Armor Class (shield and armor): 15 + middle mod of Con/Dex/Wis + Level
Physical
Defense: 11 + middle
mod of Str/Con/Dex + Level
Mental Defense: 11 + middle mod of Int/Wis/Cha + Level
Backgrounds:
8 points, max 5 in any one background
Devotion: If a cleric ever falls from favor, due to violating the beliefs of his god or breaking the rules of his clergy, his god may impose penalties upon the cleric by removing the benefit of the escalation die in combat.
Melee
Attack
Natural
Hit of 16+: +2 to
your next melee attack
Ranged Attack
Attack:
Dexterity + Level vs. AC
Hit: 1D4 + Dex Mod
Hit: 1D4 + Dex Mod
Destroy
Undead
Target:
1d4 nearby undead creatures
Attack:
Wisdom + Level vs. MD
Hit: 2D4
Hit: 2D4
Natural
Even Hit: Target
is dazed (-4
penalty to attacks) until the end of your next turn
Devotion
(Optional)
Uses:
2 times per day
Target:
All nearby allies
Effect: Heal 1d6+2 hit points
Effect: Heal 1d6+2 hit points
Divine
Inspiration: Worshiping
their god allows a cleric to cast spells in their god's name. A
cleric my cast any spell on the cleric spell list as long as it
is not higher than their current level.
Miracle Working
At
1st Level a cleric may cast level 1 spells
At
2nd Level a cleric may cast level 2 spells
At
3rd Level a cleric may cast level 3 spells
At
4th Level a cleric may cast level 4 spells
At
5th Level a cleric may cast level 5 spells
At
6th Level a cleric may cast level 6 spells
At
7th Level a cleric may cast level 7 spells
Thaumaturgy: A
cleric's spells are granted by their god and there for do not need to
learn them. If their god wishes them to have access to a
spell, they simply do. A cleric cannot cast a spell that is
higher than their cleric level.
Gods are fickle and will not always allow a cleric to continue to benefit from a particular spell. If a cleric's zeal is found to be complete by her god, she may continue to recast the same spell over and over. However, if her passion is found lacking by her god, the spell is cast but is not available to her for the rest of the day. Additionally she is required to spend six hours in prayer and meditation to her god to give her full access to all of her spells.
When a cleric casts a spell, they make a hard (DC 16) save. Note this DC can be adjust to 11 or even 6 if the GM feels that circumstances are particularly important to a cleric's god.
If
the cleric succeeds on their save, the spell is cast and he may
recast that same spell again that day. When recasting a spell,
he repeats the process above with the same two possible results.
If the cleric fails their save, the spell is cast, but that spell may not be cast again that day.
For example, if Sasha Bluth, a vicar of the Priestess, casts Light and rolls an 18 on his save, he may recast it as soon as the next round. If the roll of his second save is a 20 when recasting Light he can recast it a third time that day. However, if the roll of his third save to recast Light is a 14, the spell is cast but cannot is no longer available to the cleric that day and requires Sasha to devote six hours of uninterrupted prayer to the Priestess before he may cast it, or any other spell he failed to save against while casting, again.
Citadel: At
6th level a cleric may establish or build a citadel. So long as
the cleric is currently in favor with his god, he may buy or build a
keep at half the normal price due to divine intervention. Once a
citadel is established, the cleric's reputation will spread and he
will attract 1st and 2nd level followers of the fighter class
(numbering 5d6 x10) that are completely loyal. The GM chooses
which proportions of followers are bowman, infantry, etc.
Healing
Magic: The
default goal of this project treats the cleric's healing abilities as
they appear in Labyrinth Lord, Cure
spells are merely another resource open to the class which has no
special tools for healing beyond them. This assumption does not give
characters 13th
Age's
recoveries, however. The Devotion
ability is a way to boost healing for groups that find that
desirable.
Since
both games are central to this project's inspiration and if a group
wants to include recoveries, I would suggest giving each character 1
recovery per Level each day. See the chart below detailing how much
each class heals when a recovery is used. A recovery may
be used once per combat or freely while out of combat, but if a
cleric is in the party, their god's presence allows each character a
second use of a recovery per battle, regardless of the number of
cleric's in the party (two clerics do not give you two extra uses of
recoveries per battle).
Class Recovery
Die
Dwarf D10
Fighter D8
Cleric,
Elf, Halfling D6
Thief,
Magic-User D4
A
final optional rule if your not using recoveries would simply allow
the cleric to grant “fast healing” to her allies. While present
in the party, any member who is below half their hit point maximum
heals 2 hit points per round until they return to half their maximum
hit points. Outside of combat a cleric's presence in the party
allows each member to heal 1d6+1 hit points per day of rest, instead
of 1d3.
1st Age Cleric, all text open.
OPEN
GAME LICENSE Version 1.0a
The
following text is the property of Wizards of the Coast, Inc. and is
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
Rights Reserved.
- Definitions:
- "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
- "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted;
- "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
- "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.
- "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content;
- "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor
- "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.
- "You" or "Your" means the licensee in terms of this agreement.
- The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
- Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
- Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
- Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
- Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
- Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
- Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
- Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
- Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
- Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
- Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
- Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
- Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
- COPYRIGHT NOTICE
Open
Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System
Reference Document Copyright
2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt,
based on original material by E. Gary Gygax and Dave
Arneson.
Creature Collection Volume 1 Copyright 2000, Clark Peterson.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
Monster Manual II Copyright 2002, Wizards of the Coast, Inc.
Swords of Our Fathers Copyright 2003, The Game Mechanics.
Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
The Hypertext d20 SRD Copyright 2004, Jans W Carton.
Creature Collection Volume 1 Copyright 2000, Clark Peterson.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
Monster Manual II Copyright 2002, Wizards of the Coast, Inc.
Swords of Our Fathers Copyright 2003, The Game Mechanics.
Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
The Hypertext d20 SRD Copyright 2004, Jans W Carton.
13th Age
Archmage Engine, version 1.1.Copyright © 2013 Fire Opal Media.
Labyrinth
LordTM Copyright
2007-2009, Daniel Proctor. Author Daniel Proctor.
1st
Age Fighter version 1.0, copyright 2014, Mark Craddock.
1st
Age Thief version 1.0, copyright 2014, Mark Craddock.
1st
Age Dwarf version 1.0, copyright 2014, Mark Craddock.
1st
Age Magic-User version 1.0, copyright 2014, Mark Craddock.
1st
Age Magic-User version 2.0, copyright 2014, Mark Craddock.
1st
Age Elf version 1.0, copyright 2014, Mark Craddock
1st Age Cleric version 1.0,
copyright 2014, Mark Craddock.
1st Age Cleric version 2.0, copyright 2014, Mark Craddock.
- END OF LICENSE
No comments:
Post a Comment