Okay, first up on the class list for the Greyhawk treatment is the cleric. A couple things I am thinking on.
First, the cosmology of Greyhawk with the outer planes, struggle of good vs evil and law vs chaos means I will be using the AD&D nine alignment chart -- Lawful Good, Chaotic Neutral, etc. Which doesn't change a lot in the DCC ruleset -- a few spells like Protection From Evil need to be reviewed, but the place it will change is the cleric class. Both in choosing a god, and utilizing their abilities, such as Lay On Hands. Here are the changes I've made below (I don't mention it here, but I assume that you can't move 'diagonally' on the alignment chart..)
As well, we need a list of gods for the cleric to choose! Well, Greyhawk is not lacking in that department. To keep things simple, I've mostly kept my list to gods that existed at the time of World of Greyhawk came out in the 80's, but I've added a couple newer gods to round out each alignment. Weirdly, there aren't a lot of evil gods to choose from. Also interestingly the Gods of Greyhawk articles that Gary did back in Dragon Magazine have great flavour text to share with my players. I'm a little at a loss for what neutral clerics can do for Turn Unholy, I'll burn that bridge as PCs start playing clerics for those gods ...
When it came to weapon choices, I went by individual got rather than by alignment -- I stuck to old D&D feeling -- some gods made sense to have wider weapon choices like Hextor or Ehlonna, but the rest didn't scream 'give me an axe'.
I also threw in Moradin, Corellon and Garl as demi-human deity choices, to give non-human characters some options as I would allow a demi-human levelling up to 1st level to play a base class, or multiclass should they wish.
Got any ideas to throw at me? Drop me a note at archadethered@gmail.com.
THE CLERIC
Choosing
a god: At 1st level, a cleric selects a god to worship, and in doing so chooses
one side of the eternal struggle. Clerics who worship demons, devils, fiends, archons,
celestials, and gods that embody the various principles of good and evil, greed
and order, all will determine a Cleric’s alignment – or their existing
alignment will make them predisposed to follow certain principles and gods.
All clerics pray to join
their god in a never-ending afterlife. While still clothed in mortal form,
clerics find a place among others with similar beliefs. The weak follow their
order, the strong lead their order, and the mighty are living avatars of their
gods. As a cleric progresses in level, he moves through these ranks.
A cleric’s choice of god
must be within one step of their alignment (for example, a Lawful Neutral
Cleric can worship a Lawful Good or Neutral God), and determines weapon groups,
holy powers, and magical spells. Clerics may choose from the gods shown on page
17.
Lay on hands: Clerics heal the faithful. By making a
spell check, a cleric may lay on hands to heal damage to any living creature.
The cleric may not heal un-dead, animated objects (e.g., living statues),
extraplanar creatures (e.g., demons, devils, elementals, etc.), or constructs
(e.g., golems) in this manner. The cleric must physically touch the wounds of the
faithful and concentrate for 1 action. The spell check is made as any other:
roll 1d20 + Personality modifier + caster level. Failure increases disapproval
range, as noted above.
The cleric’s alignment
further influences the results, as follows:
· If cleric and subject are the same alignment or worship the same god, they count as “same” on the table below.
· If cleric and subject differ in alignment by one step (e.g., one is Lawful Neutral and the other is Neutral or Lawful Good), or have different but not antithetical gods, they count as “adjacent” on the table below. Such a healing action may constitute sin if not done in service of the faith.
·
If cleric and subject differ in alignment by two or more steps (eg., one is Lawful Good and the other is Chaotic Good) or
have rival gods, they count as “opposed” on the table below. Such a healing
almost always counts as a sin unless it is an extraordinary event in the
service of the deity.
The Gods of Greyhawk
Alignment |
God |
Weapons |
Unholy Creatures |
Lawful Good |
Delleb (reason, intellect, study) |
Dagger, dart, staff |
Demons, undead |
|
Hieroneus
(chivalry, honour, justice, valor) |
Mace,
longsword, warhammer |
Demons,
undead |
|
Moradin (dwarves, smithing, war) |
Mace, morningstar, warhammer |
Demons, undead |
|
Rao
(peace, reason, serenity) |
Club,
mace, sling, staff |
Demons,
undead |
|
St.
Cuthbert (wisdom, truth, dedication) |
Club,
mace, staff |
Demons,
undead |
Neutral
Good |
Celestian (stars,
wanderers) |
Club, spear, staff |
Undead |
|
Ehlonna
(Forests, woodlands, fertility) |
Bow
(any), dagger, staff |
Lycanthropes,
undead |
|
Fharlanghn (horizons,
distance, travel) |
Club, sling, staff |
Undead |
|
Garl
(gnomes, humor, gems illusion) |
Club,
Handaxe, mace, sling |
Undead |
|
Pelor (sun, light,
strength, healing) |
Club, mace, staff |
Undead |
Chaotic
Good |
Corellon
(elves, music, crafts, warfare) |
Bow
(any), dagger, sword (any) |
Devils,
undead |
|
Kord (athletics,
strength, courage) |
Club, javelin, staff |
Devils, undead |
|
Liir
(poetry, art) |
Dagger,
dart, spear |
Devils,
undead |
|
Merikka (farming,
agriculature, home) |
Dagger, Sickle (as
dagger), sling |
Devils, undead |
Lawful
Neutral |
Bleredd
(metals, mines, smiths) |
Pick
(as club), warhammer |
|
|
Pholtus (light,
resolution, law and order) |
Club, dagger, mace,
staff |
|
|
Wee
Jasa (magic, death, moon) |
Dagger,
dart, staff |
|
|
Zilchus (business,
influence, wealth) |
Club, dagger, dart |
|
Neutral |
Beory
(earth, nature, rain) |
Club,
sling, staff |
Lycanthropes,
undead |
|
Boccob (magic,
knowledge, foresight) |
Club, sling, staff |
|
|
Geshtai
(lakes, rivers, wells, streams) |
Club,
javelin, spear |
Earth
and fire elementals |
|
Istus (fate, destiny, predestination,
future) |
Dagger, sling, staff |
|
|
Obad-Hai
(nature, wildlands, hunting) |
Club,
dagger, shortbow, staff |
|
Chaotic
Neutral |
Llerg (beasts,
strength, savagerry) |
Club, dagger, staff |
|
|
Olidammara
(music, revelry, wine & spirits) |
Dagger,
dart, shortbow, staff |
|
|
Ralishaz (chance, ill
luck, misfortune) |
Club, dagger, sling,
staff |
|
|
Trithereon
(protection, retribution) |
Dagger,
mace, spear, sword (any) |
|
Lawful
Evil |
Asmodeus (power,
dominion, tyranny) |
Club, dagger, mace,
staff |
Archons |
|
Hextor
(war, discord, conflict, massacre) |
Club,
dagger, flail, morningstar staff |
Archons |
|
Sekolah (plunder,
hunting, tyranny) |
Club, dagger, javelin,
spear |
Archons |
Neutral
Evil |
Incabulos
(sickness, famine, nightmares) |
Dagger,
dart, sling, staff |
Unicorns,
Archons |
|
Nerull (death,
darkness, the underworld) |
Axe, dagger, dart,
staff |
Archons |
|
Syrull
(lies, deceit, treachery) |
Dagger,
dart, sling, staff |
Archons |
Chaotic
Evil |
Beltar (malice, caves,
pits) |
Club, dagger, staff |
Angels |
|
Erythnul
(hate, envy, malice, slaughter) |
Club,
dagger, flail, morningstar |
Angels |
|
Orcus (undeath, blood) |
Axe, club, dagger, mace |
Angels |
|
Wastri
(bigotry, self-deception, amphibians) |
Dagger,
polearm, spear |
Angels |
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