HEROES FOR HIRE
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HEROES FOR HIRE

WE ARE A GROUP OF LIVE ACTION ROLEPLAYERS BASED IN PLYMOUTH WHO SPEND A FEW SUNDAYS RUNNING ROUND THE WOODS AND HAVING A GOOD LAUGH. WE GO TO PLYM WOODS, CANN WOODS, GOODAMEAVY, SHAUGH PRIOR AND BURRATOUR RESERVOIR
 
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 PRIEST / CLERIC

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Posts : 144
Join date : 2009-07-10
Age : 48
Location : Im lost........Help

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PostSubject: PRIEST / CLERIC   PRIEST / CLERIC Icon_minitimeSat Aug 08, 2009 4:40 am

All adventurers face danger which means that at some point they are going to get hurt, this is where you come in. You are a channel for your god’s power wielding miracles to aid friends and devastating magic against your enemies. Priests are awarded the school of holy magic for their devotion to their god. They require their holy symbol to allow them to cast spells and perform other miracles.
A priest may wear any armour he or she can afford, so long as the deity allows it. A priest must show his or her devotion by tithing an amount of his or her earnings to the church. A follower of a deity must tithe 30% to his or her church.

A cleric can ‘Lay on Hands’ twice a day. By placing his or hands on the target wounded location, the priest may call upon the powers of his or her God to heal the wound, curing the location of a single point of damage. You may restore a single life point to the target instead.

A priest may hold back the un-dead creatures by brandishing their holy symbol and calling apon thier god, this forces the target creature to remain at least 5 paces away from the priest – only low level un-dead can be affected unless the priest has risen in the ranks of the church. Furthermore, by calling upon their god, brandishing their holy symbol and spending a power point, they may cause a single dispell the target demon/un-dead. Higher level priests will cause more dismisses based on rank in church.

The following list is what the deity’s stand for and any further restrictions and or benefits that the deity may impose upon his or her followers.

Avandriel
Elves - Always look after the Elven ways of life & traditions. Gain +1 Elven Ability and Speak Elven.
Dolgan -
Dwarves - Always look after the Dwarven way of life & traditions. Gain +1 Rock Meld and Speak Dwarven.
Eldiwen
Healing or Mercy - Cannot wear armour heavier than Ring Mail. Will not stand by whilst others are suffering, they will always try to give aid to the injured and will only fight in defence for themselves and friends if there are no other options. Gain +1 Lay on Hands and they are given five healing potions, two purge poison & three cure diseases to start.
Etelka
Halflings - Always look after the Halflings way of life & traditions. Gain +1 Dodge and Speak Halfling.
Morden
Death - Must always put Un-dead to rest. Improper use of necromancy must be brought to justice. Gain +1 level versus dismissing Un-dead and Recognise Un-dead
Spearsha
War - Never use deception in combat and attempt to engage deadliest target first. Gains Unarmed Combat and Long Weapon Use.
Sonostra
Magic - Never allow magic to be destroyed or to disappear. Cannot wear armour heavier than studded leather. Gains Recognise Magic, +6 Power Points and +1 bonus Power Point for magic advancement.
Torass
Combat - May never run from a fight or refuse a personal challenge. Gain Long Weapon Use and Weapon Mastery.
Ysidro
Deception / Theft - Tithe of 50% their income to the church. May purchase Rogue skills marked with an % and start with one skill of their choice at rank 1. Cannot wear armour heavier than Ring Mail.


Players gain access to the Holy school of magic and may choose one other school of magic as long as it does not conflict with the ideals of their chosen deity.

Spells from the Holy School are bought with Prayer Points on a one for one level basis which is awarded to the player by the referee; spells from their secondary school of magic are bought with gold. They will require a spell book (much like the Mage’s) to carry their Secondary School of Magic spells; this is also used as a memory aid for their Holy Spells. Unlike Mage’s, if their book is lost or stolen, they will only lose access to their Secondary School of Magic spells as their Holy Spells are given to them by their god.

If a Priest has no power points and attempts to cast a spell, they have “Overburned”. The penalties for “Overburning” are varied, ranging from permanent power point loss, spell loss and even inability to use magic.

Every time a player raises their primary magic level, they will gain power points equal to their new level, while raising their secondary gains them power points equal to the new level halfed (rounded down). They may only raise their magic level if they have learnt at least 2 spells from all of the levels beneath

Spell Level / Cost in Skill Points

Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 lvl 6 lvl 7 lvl 8 lvl 9 lvl 10
Free/3 4 4 5 6 8 10 13 14 16

Starting Kit
Read / Write Magic 8 Power Points
2 Lay on Hands Level 1 Holy Magic 2 Prayer Points

One Point Skills
Recognise Wounds Gain Power Point*
Recognise Evil Recognise Un-dead
Recognise Demons Recognise Disease

Two Point Skills
Bind Wounds Discern Potion.
Shield Use Short Weapons Use

Three Point Skills
Recognise Poison Lay On Hands*
Recognise Magic

Four Point Skills
Either Handed Weapon Style Long Weapon Use
Projectile Magic

Five Point Skills
Double Handed Weapons Use Stubborn Determination
Polyglot Scholar

Seven Point Skills
Weapon Mastery


Eight Point Skills
Strength Fitness Training
Stabilise Natural Channeller



# Recognise Evil – By brandishing your holy symbol and declaring “Recognise Evil” on a target, you may ascertain if it is evil or not. Only the character using this ability will know the results.

# Lay on Hands – This may be bought multiple times. The player gains +1 “Lay on Hands”.

# Projectile Magic – You may now cast spells that cause direct damage to the chest on targets.

# Polyglot – This allows you to speak in every common language (see language list for more information).

# Scholar – This allows you to read and write in every common language (see language list for more information).

# Stabilise – Requires “Recognise Wounds” and “Bind Wounds”. By placing both hands on a target and declaring “Stabilise” all bleeding, poisons, venoms and other time based effects are halted. If the priest releases the target for any reason (e.g.; by being attacked etc), these effects continue at a normal rate.

# Stubborn Determination – You gain +1 life point and are immune to Fear effects.

# Natural Channeller – You no longer require a holy symbol to cast spells, lay on hands or effect un-dead.
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