-
Special abilities | - | Level advancement | - | Spells for barbarian clerics |
Dragon 109 | - | Classes | - | Dragon |
A great fire
burned at the meeting
grounds. As far as the
eye could see, the
silent warriors stood
and watched, arrayed
in war paint, ten thousand
strong. Before
the fire lay an aged
man, pierced through
the heart by an iron
blade. His body was
painted with strange
symbols, a serpentine
tracery of valuable pigments.
The old man
lay motionless and without
breath.
Suddenly his chest heaved;
warriors close
by him gasped and drew
back. Slowly the
old man awoke and stared
at something in
the night sky that no
one else could see. He
lifted a straw doll as
the sword hung from
the unbleeding wound
in his ribs.
?The spirits have favored
us!? he
shouted in a hoarse voice.
Pulling the sword
from his chest, he rose
to his full height.
After heating the clean
blade in the fire?s
coals, he touched it
to the straw effigy
which burst into flame.
?The time has come!?
he finished. ?We
attack! We conquer!?
The fighters roared,
the wave of sound filling
the night with
bloodlust. The Sabertooth
People were
going to war. As they
left, the tiny straw
figure scorched and shriveled
into gray
ashes, even as orcish
fortresses and towns
would do only hours hence.
. . .
Among tribes of primitive
people, religion
is carried out in a different
way from
traditional worship. A primitive
tribe's
expectations are different
from civilized
ones. Most barbarians do
not have any
basic adoration for a cleric's
divine powers.
They may fear and hate some
deities, while
loving others?, but religion
is used more as a
way to cajole magical favors
from the gods
than a means of honoring
divine beings.
Barbarian clerics deserve
treatment separate
from more traditional clerics.
They are
mystics and the consorts
of spirits, seeking
their people's safety and
control of the
world around them.
Most barbarian tribes have
only one
cleric, who represents every
deity worshiped
by any member of the tribe.
Thus, barbarian
clerics serve entire pantheons,
and both
good and evil deities are
served by the same
cleric. For example, in
a tribe worshipping
the American Indian pantheon,
the same
cleric would supervise races
for Hastseltsi,
call on Snake-Man to drive
off undead, and
burn down the huts of those
who defy Hastsezini.
This makes the position
of a barbarian
cleric morally troublesome
and
dangerous,. A tribal cleric
must resolve the
conflicting desires of his
deities, or else
suffer punishment from one
god or another.
Holy symbols vary from tribe
to tribe,
usually taking the form
of body paint, bizarre
jewelry, or even shrunken
heads.
Due to the practical expectations
of tribal
peoples, barbarian clerics
must constantly
display symbols and relics
of their power,
demonstrating that the gods
are showing the
tribe their favor because
of the clerics'
entreaties. Thus, the clerics
earn respect,
fear, and goodwill from
fellow tribesmen.
Not that primitive clerics
are looked down
upon -- most tribesmen hold
them in great
awe. These clerics are usually
learned and
have a chance to use their
knowledge on
matters pertaining to the
tribe's interests.
Only humans may become barbarian
clerics. A barbarian cleric
must have
strength and constitution
scores of at least
15, dexterity at least 14,
intelligence at least
10, and wisdom at least
9. Barbarian clerics
may be of any non-lawful
alignment; they
do not have to share the
alignment of any
particular deity. They do
not gain the barbarian
fighter's constitution and
dexterity
bonuses. Only weapons germane
to the
barbarian's tribe may be
employed (typically
the hand axe, knife, and
spear). They
are not limited to the use
of blunt weapons,
as are other clerics, and
prefer to use the
weapons employed by their
gods. Two
weapons of proficiency are
initially gained,
with an extra one being
added every four
levels. The non-proficiency
penalty is - 3.
Barbarian clerics gain full
wisdom bonuses
for spells. They attack
and make saving
throws on the cleric tables.
Barbarian clerics suffer
no
fear of magic.
Thus, they may use any item
available to
clerics, including any magical
weapons with
which they have proficiency.
However, they
will not violate taboos
on magic in the
presence of other barbarians.
Primitive
clerics see other spell-users
as rivals, and
encourage the shunning of
them.
Some, but not all, barbarian
special
abilities are available
to tribal clerics. A
primitive cleric gains these
barbarian abilities:
hide in natural surroundings,
leadership,
survival, outdoor craft,
tracking, first
aid, and, at 8th level,
the ability to summon
a horde. Clerical tribesmen
gain no bonuses
when attempting to surprise
opponents.
However, they are surprised
themselves
only one time in ten.
14 MAY 1986
The extensive knowledge gained
by a
barbarian cleric allows
him to use a sort of
legend lore power that is
not magical (in
manner of a bard's or sage's
knowledge)
relating to tribal matters.
The chance for
possessing correct knowledge
on such a
topic begins at 50% at 1st
level and increases
by 5% per level thereafter.
The DM
should determine what topics
would be
covered by this legend lore
ability (local
terrain, tribal history
and customs, old
legends, etc.).
Multi-deity worship allows
barbarian
clerics to interchange druid
and cleric spells.
Because of their constant
study of mystical
arts, they may learn cantrips
and magicuser
spells as well. In addition,
there are
certain spells usable only
by barbarian
clerics. (See below for
more information.)
Almost any barbarian tertiary
ability may
be used by a barbarian cleric,
if appropriate
to his tribe. Tribal clerics
are also capable of
using and compounding poison
as an assassin
who has made a study of
it (page 20,
DMG). This knowledge
is used only in
extreme situations. Poison
is primarily
made for hunting dangerous
game or inhuman
monsters. Even an evil character
is
likely to make sparing use
of poison, since it
invites retaliation.
Finally, this sort of cleric
has normal
abilities to turn undead,
but requires a
noisemaker to perform this
function. The
clerics of some tribes prefer
drums, turtleshell
rattles, or cooking pots
for this. Other
clerics whirl a piece of
thin wood on a long
piece of gut, making an
unearthly noise (a
bull roarer). Any of these
noisemakers must
be blessed and consecrated
(with a ceremony
spell) to a good deity before
their use.
Level
advancement
To rise a level, a barbarian
cleric must
prove his worth by defeating
a supernatural
being. This enemy is known
as a nemesis
spirit. When a tribal cleric
wishes to rise in
status (gain a level) and
has accumulated
sufficient experience to
do so, he must
travel alone to the most
rugged
terrain <>
within four days' journey
of his tribe.
There, he casts a certain
spell to enter a
trance in which the nemesis
spirit is forced
to appear. He then must
fight this spirit
with whatever spells, equipment,
weapons,
or tactics are available,
until one or the
other is "slain."
Neither the cleric nor the
spirit will actually
die in this combat. If the
cleric is victorious,
the nemesis becomes a sort
of familiar
for him. It will train the
cleric in the skills of
the new experience level,
and three times
thereafter the cleric may
demand its service
with a certain spell. If
the nemesis wins, it
has a choice of actions.
It may control the
cleric, as with the spell
magick jar; injure or
humiliate him; or merely
kill him (which is
rarely done). If the spirit
opts for the latter,
it materializes on the PMP
to seek revenge on the cleric
and (afterward)
the rest of humanity. Though
it may not
necessarily engage in a
"fair fight," the
enraged spirit won't have
an automatic
chance to slay the cleric
(who will not have
gained his new level).
Barbarian clerics table
Experience
points |
Experience
level |
d10 for
accum. hit points |
Level
title |
Nemesis spirit |
0 -- 4,500 | 1 | 1 | Medicine One | Manes |
4,501 -- 9,000 | 2 | 2 | Strange One | Lemure |
9,001 -- 18,000 | 3 | 3 | Obeah (Voodoo) | Shadow mastiff |
18,001 -- 36,000 | 4 | 4 | Air Shaman | Ildriss grue |
36,001 -- 72,000 | 5 | 5 | Fire Shaman | Harginn grue |
72,001 -- 144,000 | 6 | 6 | Earth Shaman | Chagrinn grue |
144,001 -- 288,000 | 7 | 7 | Water Shaman | Varrdig grue |
288,001 -- 576,000 | 8 | 8 | Witch Doctor | Shadow demon |
576,001 -- 1,152,000 | 9 | 8+4 | Arcane Witch Doctor | Red slaad |
1,152,001 -- 2,304,000 | 10 | 8+8 | Savant Witch Doctor | Blue slaad |
2,304,001 -- 4,608,000 | 11 | 8+12 | Wangateur | Mezzodaemon |
4,608,001 -- 8,616,000 | 12 | 8+16 | Fakir | Green slaad |
Each level above 12th requires
1,750,000 xp. Four hit points are gained with each such
level. A 13th-level cleric
must battle a Type V demon, and a 14th-level barbarian cleric must
duel with the final enemy:
a fully armed grey slaad. After this, the cleric need not face nemesis
spirits to advance.
Barbarian
clerics serve both clerical and
druidical deities. Thus,
they may select
spells from either category.
They also may
master magickal spells (4th
level max.)
as indicated above. Of course,
individual
alignment and the nature
of the tribal religion
may restrict this. To CAST
cantrips or
magick-user spells, a barbarian
cleric must
obtain || create spell books.
The tables in
UA || the PH
may be used for spell selection.
Barbarian clerics also gain
special clerical spells available
to no other class. these
are described below.
Spells usable by class
and level
Cleric and druid spells
Magic-user spells and cantrips
Cleric
level |
1 | 2 | 3 | 4 | 5 | -- | 0 | 1 | 2 | 3 | 4 |
1 | 1 | - | - | - | - | -- | 0 | - | - | - | - |
2 | 1 | - | - | - | - | -- | 1 | - | - | - | - |
3 | 2 | - | - | - | - | -- | 2 | - | - | - | - |
4 | 2 | 1 | - | - | - | -- | 3 | - | - | - | - |
5 | 3 | 2 | - | - | - | -- | 4 | - | - | - | - |
6 | 3 | 3 | 1 | - | - | -- | 4 | - | - | - | - |
7 | 3 | 3 | 2 | - | - | -- | 4 | - | - | - | - |
8 | 3 | 3 | 2 | 1 | - | -- | 4 | 1 | - | - | - |
9 | 3 | 3 | 3 | 2 | - | -- | 4 | 2 | - | - | - |
10 | 4 | 4 | 3 | 2 | 1 | -- | 4 | 2 | 1 | - | - |
11 | 4 | 4 | 3 | 3 | 2 | -- | 4 | 3 | 2 | - | - |
12 | 5 | 4 | 4 | 3 | 2 | -- | 4 | 4 | 2 | - | - |
13 | 6 | 5 | 5 | 3 | 2 | -- | 4 | 4 | 2 | 1 | - |
14 | 6 | 6 | 6 | 4 | 2 | -- | 4 | 4 | 3 | 2 | 1 |
Hunt
Nemesis (Conjuration/Summoning/
Alteration)
Level: 1
Components: V,S,M
Range: Touch
Casting Time: 1-4
days
Duration: Special
Saving Throw: None
Area of Effect: Special
Hunt nemesis must be
used in the ritual
in which a barbarian cleric
rises a level.
This spell forces the nemesis
spirit to go to
the area where the cleric
must battle it.
When the spell is cast,
the cleric lies down
and is encircled by a
sanctuary spell; he
then passes into a trance
(treat as feign
death spell). From the viewpoint
of the
cleric, the apparition of
the nemesis and the
subsequent battle are very
real; the fight is
played out as if a battle
were really taking
place between two face-to-face
contestants
who begin 100? apart on
a flat plain. The
spell lasts until the battle
ends in the
?death? of a contestant.
Any onlookers will
merely see the entranced
cleric (if the sanctuary spell allows).
L e v e l : 1
C o m p o n e n t s :
V , S , M
R a n g e :
Infinite
C a s t i n g
T i m e : 1 day
D u r a t i o n :
Special
S a v i n g
T h r o w : Neg.
A r e a o f
E f f e c t : One person
Although t h i s
i s a 1 s t - l e v e l s p e l l ,
a b a r b a r i a n c l e r i c m u
s t b e a t l e a s t 3
r d l e v e l t o
c a s t i t
. I t i s u s e d t o
e n s p e l l a c r e a t u r e f r
o m
a f a r a n
d , a l t h o u g h u s u a l l y b
a n e f u l , m a y b e
u s e d t o
h e l p t h e r e c i p i e n t . A
v i c t i m s a v e s
v s . s p e
l l t o a v o i d t h e
v o o d o o e f f e c t s , i f s o
d e s i r e d .
I f t h e s e c o n d a r y s p e l
l u s e d w i t h
v o o d o o
m a y n o r m a l l y b e s a v e d
a g a i n s t ,
a n o t h e r
s a v e m a y b e a t t e m p t e d
. T o c a s t t h e
s p e l l ,
a n e f f i g y w o r t h a t
l e a s t 5 0 0 g p m u s t
b e c o n s
t r u c t e d o f t h e i n t e n d
e d r e c i p i e n t .
S i n c e t
h i s e f f i g y m u s t b e
r e a l i s t i c , t h e s c u l p t o r
m u s t b e q u i t e f a m i l i a
r w i t h t h e s u b j e c t .
T h e e f f
i g y m u s t t h e n b e
p i e r c e d w i t h o r n a t e
p i n s i n
a l e n g t h y r i t u a l . C o p
p e r p i n s ( 3 g p
e a c h ) c
a u s e h a r m a n d s i l v e r
p i n s ( 1 p p e a c h )
a r e u s e
d t o h e l p t h e r e
c i p i e n t . A n o i l w o r t h
1 0 g p
p e r l e v e l o f t h e
c a s t e r m u s t t h e n b e
a p p l i e d
t o t h e d o l l a n d
t h e c l e r i c . T h e a v a i l
a b l e e f f e c t s o f t h e
s p e l l v a r y w i t h t h e
l e v e l o f
t h e c a s
t e r . T h e e f f e c t s o f
t h e v o o d o o a r e
i d e n t i c a l
t o t h e s p e l l r e s e m b l e
d , u n l e s s
o t h e r w i s e
m e n t i o n e d .
Voodoo effects
Caster
level |
Pins
needed |
Effect |
3+ | 3 | curse/bless, scare |
4+ | 6 | cause/cure light wounds, portent * |
7+ | 9 | cause/cure disease,
cause/cure paralysis, cause/cure blindness, bestow/remove curse, charm person |
11+ | 13 | quest, cause/cure critical wounds |
13+ | 20 | coma** |
* ?
T h e c a s t e r i s a w a r e
o f t h e r e s u l t s .
* * ?
T h e v i c t i m m u s t s a v e
v s . d e a t h
m a g i c o
r f a l l i n t o a c o
m a , t a k i n g o n e 1
h p
d a m a g e
p e r d a y t h e r e a f t e r . U
n l e s s dispel
magic, exorcise, remove
curse, dispel evil,
l i m i t e d
wish, or wish is used successfully,
the victim will eventually
die without ever
regaining consciousness.
Amulet
(Abjuration)
Level: 2
Components: V,S,M
Range: 5? radius
Casting Time: 6 turns
Duration: 1 week/level
Saving Throw: None
Area of Effect: One
object
This is a useful spell, as
it allows the
barbarian cleric to create
a minor magical
item -- a token that will
repel one feared
being. The wearer of the
amulet gains a + 1
on all saves and a - 1 bonus
to his armor
class when faced with the
individual for
which the amulet is designed.
If the victim
comes within 10? of the
amulet, he is affected as if the amulet?s creator had successfully
cast cause fear unless a save vs. spell is
made. To make the
amulet, the cleric requires an object worth no less than 5 gp
donated by another character,
and a relic of
the individual to be affected
(hair, clothing,
etc.). If the material components
are inordinately valuable or obtained from distant
locations (farther than
100 miles), the amulet will allow double normal saving and
AC
bonuses.
When the spell duration
expires, the
amulet becomes forever
worthless. This
spell must be used (along
with chattel spirit)
when creating a sacred
bundle (page 12,
DDG).
Death Curse (Alteration/Necromantic)
Level: 2
Components: V, S, M
Range: Caster only
Casting Time: 1 round
Duration: Permanent
Saving Throw: Neg.
Area of Effect: One being
This spell is used to avenge
the death of
the caster. The barbarian
cleric may name
an enemy and invent a curse
to take effect
on the foe ? if this enemy
was the direct
cause of the caster?s death.
If the caster is
raised from the dead, the
curse is broken,
but otherwise it is everlasting.
The curse is
usually imaginative (and
fiendish), but may
not exceed the power of
a bestow curse
spell. If the caster commits
suicide, the spell
will take effect, but obviously
this is not
commonly done. The material
component is
a necklace made of the teeth
of large carnivores. Only one enemy may be held under
threat of a death
curse at a time.
Chattel
Spirit (Summoning/Enchantment)
Level: 3
Components: V,S,M
Range: 0
Casting Time: 3 turns
Duration: 2
turns/level
Saving Throw: None
Area of Effect: One
supernatural being
Any nemesis spirit that the
caster has
defeated may be summoned
with this spell.
It appears with whatever
powers and hit
points it had when the barbarian
cleric
fought it. It then must
serve the caster or
answer questions (to the
best of its ability)
for the caster. When the
spell duration
expires, the spirit will
vanish, even if its
task is incomplete. Although
the spirit may
complain or attempt to bend
the meaning of
the command, it is bound
to carry out the
orders, even if they could
result in the spirit's demise. Once slain in an assignment, a
spirit may never be called
on again. Only
three services may be asked
of any individual
nemesis. In casting this
spell, 100 gp of
very rare herbs must be
burned as the
caster performs a chant
and dances, gesturing
with a holy symbol.
Resist
Injury (Abjuration/Alteration)
Level: 3
Components: M
Range: Caster only
Casting Time: 1 turn
Duration: 3 rounds/level
Saving Throw: None
Area of Effect: Caster
This spell allows the caster
to avoid all
the effects of damaging
wounds. A dagger
may be thrust through the
cleric's heart
during the duration, yet
he may function
normally. Only a holy symbol
is involved,
as the casting is a matter
of mental preparation and emotional state.
Two points of damage per
level may be negated.
This spell is often used
in rituals.
1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM
=
3. ABILITY SCORE MINIMUMS
STRENGTH
= 15
INTELLIGENCE
= 10
WISDOM
= 9
DEXTERITY
= 14
CONSTITUTION
= 15
CHARISMA
=
COMELINESS
=
4. POSSIBLE RACES &
MAX. LEVEL ATTAINABLE = human
5. MULTI-CLASS POSSIBILITIES
= none
6. HIT DIE TYPE =
7. MAXIMUM NUMBER OF HIT
DICE =
8. SPELL ABILITY =
9. ARMOR PERMITTED =
10. SHIELD PERMITTED =
11. WEAPONS PERMITTED =
12. OIL PERMITTED =
13. POISON PERMITTED =
14. ALIGNMENT =
15. STARTING MONEY =
16. WEAPON PROFICIENCIES
=
17. NON-PROFICIENCY PENALTY
=
18. NON-WEAPON PROFICIENCIES
=
19. STARTING AGE =
20. COMBAT =
21. SAVING THROWS =
22. MAGIC ITEMS =
ROGUES' GALLERY: BARBARIAN CLERICS
35.
Phun Ach-mana Phun (barbarian priest 14; 92.728)
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<beastmistress?>
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3.
<perhaps: Kagonesti elf,
who should have access to the Barbarian Cleric class><check>
2.
<perhaps: Kagonesti elf,
who should have access to the Barbarian Cleric class><check>
1.
NAME:
SEX:
RACE:
AGE:
ALIGNMENT:
CLASS:
STR:
INT:
WIS:
DEX:
CON:
CHA:
JEWELRY:
GEMS:
PLATINUM:
GOLD:
LEVEL:
EXP:
AC:
HP:
THACO:
DAMAGE:
ENCUMBRANCE:
MOVEMENT:
WEAPON:
STATUS: