11 May 2010

The Acolyte





If you prefer a .pdf version of the file, it's under the Downloadable Files section of this blog. Otherwise, the full text is below.

The Acolyte
A cleric variant designed for use with Labyrinth Lord and compatible with any other “classic” edition role-playing game.



The cleric's a nice guy, he really is, but he doesn't represent nearly the whole range of holy types. Presented in this short document is a priestly man of the cloth, with simple tastes and a devotion to his gods rather than a brash and brazen warrior-priest of more warlike devotions.

Requirements: None
Prime Requisite: Wisdom
Hit Dice: 1d6
Maximum Levels: None
Saves: As Cleric
Attacks: As Magic-User
Experience: As Cleric

The Acolyte may not use a sharp weapon; he is a priest, not a warrior, and his training extends only as far as his staff, though he can use a mace or a club in a pinch. Similarly, they may not wear armor heavier than padded.

Whenever the Acolyte casts a heal spell, the spell grants an addition hit point worth of healing. A Cure Light Wounds spell would, for example, heal a being for 1d6+2 hit points.

Acolytes are accomplished apothecaries, and have a % chance to identify herbs and other useful plants. Their skill starts at 60%, and increases 5% for each level after the first. For example, a 5th level Acolyte would have an 80% chance to correctly identify herbs.

In addition, Acolytes have a modified spell list that they can draw spells from, incorporating a broader spell-casting ability than their more violent peers.

Acolytes have access to the following spells:
Level One:  Cure Light Wounds, Detect Evil, Detect Magic, Light, Protection from Evil, Purify Food and Drink, Remove Fear, Resist Cold, Read Languages, Hold Portal

Level Two: Bless, Find Traps, Know Alignment, Hold Person, Resist Fire, Silence 15' Radius, Snake Charm, Speak with Animal, Continual Light, Locate Object


Level Three: Animal Growth, Animate Dead, Cure Disease, Dispel Magic, Remove Curse, Striking, Dispel Magic, Hold Person, Protection From Evil 10' Radius, Protection from Magic 10' Radius.


Level Four: Create Food and Water, Cure Serious Wounds, Detect Lie, Lower Water, Neutralize Poison, Speak With Plants, Sticks to Snakes, Confusion, Remove Curse, Plant Growth


Level Five: Commune, Cure Critical Wounds, Dispel Evil, Flame Strike, Insect Plague, Quest, Raise Dead, True Seeing, Contact Other Plane, Hold Monster


Level Six: Animate Objects, Blade Barrier, Conjure Animals, Find the Path, Heal, Part Water, Stone Tell, Word of Recall, Reincarnation, Anti-Magic Shell


Level Seven: Control Weather, Earthquake, Holy Word, Regenerate, Restoration, Resurrection, Symbol, Wind Walk, Mind Blank, Limited Wish

2 comments:

  1. See, this is what I get for writing up a class late at night and posting it right when I get up.

    Thank you for noticing that glaring omission, I'll correct it at once and post a corrected .pdf, as well.

    ReplyDelete

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