Author Topic: Cleric Order: The Maker of Heroes  (Read 3453 times)

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Offline munchy

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Cleric Order: The Maker of Heroes
« on: October 17, 2007, 04:01:26 PM »
I'm working on a rather special order of clerics who have become, well, not famous because they counsel and support heroes while they themselves stay in the background and out of the spotlight.
So, spells will have to be or should be changed a bit. The divine hammer spell for example, we thought, might get a range of "one target excluding self" instead of "touch". Would it be balanced to assume that it will have the same PP cost as the standard spell as it has a larger range now but cannot be used on the cleric himself, which touch would allow?

If you've got ideas for spells that help heroes, come forth and become a counsellor to this order. ;)
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Dr_Sage

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Re: Cleric Order: The Maker of Heroes
« Reply #1 on: October 18, 2007, 12:03:05 AM »
Just a quick tip: no need to change the spell.

Basically if the Cleric does not have "Combat" as favorite skill category and do not invest much he will have like +25 bonus to his weapon (say staff?)by 5th lv.

So he will naturaly choose to cast spells to boost the combat oriented allies.  ;)

Dr_Sage

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Re: Cleric Order: The Maker of Heroes
« Reply #2 on: October 18, 2007, 12:09:11 AM »
OK, I am back:

I messed up above, sorry.

Here we go:

* Boost stats;
* Light / mage light;
* Bless / Bless weapon;
* Major Healing;
* Restoration;
* Neut. Poison;
* Life Keeping;
* Life Giving
* Divination (skill, but I consider a spell in my game);
* Mage Armor/ Treeskin;

Exclude any kind of offensive spell or spell that can be tactically effective (i.e. sleep, calm...)

Include any "bonus givving spell".

Basically will be natural to be a great suport with the guidelines above.

Best regards, and sorry for the hurry.


Dr_Sage

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Re: Cleric Order: The Maker of Heroes
« Reply #3 on: October 18, 2007, 12:10:09 AM »
Adding:

* Bladeturn;
* Deflections;

Any spell to save the hero?s ass.

Offline WoeRie

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Re: Cleric Order: The Maker of Heroes
« Reply #4 on: October 18, 2007, 12:36:36 AM »
If you use the Paladin Spells from the Bazaar Annual, I would add:

- Courage
- Protection Chant


Offline bunny

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Re: Cleric Order: The Maker of Heroes
« Reply #5 on: October 18, 2007, 01:39:50 AM »
Exclude any kind of offensive spell or spell that can be tactically effective (i.e. sleep, calm...)
I agree with the above list, however, depending on your players and how much they mind being excluded for a protracted amount of game time, I think it might be good to give them something to do once the combat has actually begun.

I'm thinking something like distractions or confusion type effects might be appropriate - the villain struggling to form a plan as the cleric's heroic allies advance, that kind of thing.

Offline munchy

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Re: Cleric Order: The Maker of Heroes
« Reply #6 on: October 23, 2007, 04:18:46 AM »
Excellent ideas so far, although we dropped the Boost Stats spells as I - as the GM - felt they are too simple in a way and too powerful on the other hand.
Will post my list in a moment.
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Offline munchy

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Re: Cleric Order: The Maker of Heroes
« Reply #7 on: October 23, 2007, 04:20:34 AM »
Circle for the Order of the Makers

1.   Aura [may the light of him shine upon you]
2.   Beguiling Voice (Voice) [?oh sure, the MEDICINE will cure you?]
3.   Bless [sometimes a small blessing can be all that?s needed]
4.   Calm [?calm yourself and tell me what happened?]
5.   Courage [take heart people, Irmo has joined the fray]
6.   Cure Disease [a healer should know this one]
7.   Detect Life [it?s always good to know who?s around]
8.   Detect Magic [Arcanum aparet]
9.   Dispel Magic [his might banishes you foul force]
10.   Dreams [a good nights sleep and a refreshing dream might open your eyes to more than daylight]
11.   Dictation [I need my hands for thinking, the writing will be done by the quill]
12.   Divine Hammer [sometimes even a fighter?s hand has to be supported]
13.   Guess [sometimes a little nudge to the right decision will all that is needed]
14.   Guidance [there is no shame in asking for directions]
15.   Herbal Enhancements [a normal herb can become so much more if blessed with divine powers]
16.   Inspirations [all a hero needs is inspiration]
17.   Intuitions [better safe than sorry]
18.   Irmo?s Light [even though I walked through the dark valley (similar to Mage?s Light)]
19.   Lifegiving [true followers will even know the secret of life]
20.   Lifekeeping [?you will not die on me here?]
21.   Holy Symbol (Staff) [sometimes you have to give a little to gain a lot]
22.   Major Healing [a healer should know this one]
23.   Neutralize Poison [many a hero has fallen to evil venoms but not yours]
24.   Plant Healing [saving a plant?s life can mean saving a person?s life]
25.   Resist Damage [sometimes there is no time for those minor ailments]
26.   Restoration [revive the spirits]
27.   Rune Mastery [some thing should be put to paper]
28.   Sanctuary [his house if everywhere]
29.   Suggestion [sometimes people need a little nudge to do the right thing]
30.   Telekinesis (Finger) [standing up and getting the book is something for extreme athletes, not for you ]
31.   Transcription [writing practice is something for calligraphs]
32.   Tree Skin [be the tree]

There are some universal realm spells in there but the list was for the player to have a complete list in his hands.
I left out Cure Insanity on purpose because insanity has always been something that seems to afflict heroes and should do ... sometimes ...
« Last Edit: October 23, 2007, 04:25:07 AM by munchy »
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