Friday, May 31, 2013

Whitebox House Rules Part 3: Clerics, Elves, Dwarves


Clerics:

Clerics for my forgotten realms game are mostly unmodified in their abilities, however each faith has their own spell list, with special spells, abilities, and custom armor/weapons.  Here is a sampling of the faiths vs. alignment:

Lawful:  Lathander, Torm, Tyr, Sune, Milil, Mystra, Azuth, Ilmater

Neutral: Chauntea, Deneir, Eldath, Gond,  Tymora, Oghma, Selune, Tempus

Chaotic: Besheba, Cyric, Leira, Loviatar, Malar, Mask, Shar, Talona, Talos

Lathander, Torm, Tyr, and Ilmater have subgroups of clerics, known as paladins.  Paladins are very martial in their focus, pure of heart, and travel the realms smiting evil in the name of their god.   See GM for special abilities of paladins.

One of my players will be playing a dwarf cleric of Moradin, I'm working out his spell list.  I'll post up my ideas here as we work them out.  Since he doesn't get any spells at first level, I didn't have to work on anything yet :)

Elves:

The elven fighter/mage hybrid is the most common elf class.  Elves cannot wear more than leather armor when using this method.  Elven chain mail or magical chain mail is also allowed. 

Dwarves:

Dwarves don’t get a bonus to AC when fighting man-sized creatures.  However, dwarves are especially adept at fighting giants and giantkin.  Against giants, ogres, trolls, etc… dwarves take ½ damage.


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