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When a PC gains a level, they roll a number of d8s equal to Lots of small details may be questionable.

For example, I

Brave Class their new level to find their new HP maximum. If the re-
sult is less than their previous maximum, their maximum
HP increases by 1. They also raise the bonus of 3 different
require leveling up to take a week because I imagine this
system being used for an OD&D style “stable of charac-
ters” approach, where every Player has a handful of PCs
abilities of their choice by 1 point. Abilities may never be they own in the campaign. There are also lots of flavor ele-

Hack (beta)
This is an expansion to BRAVE that adds new rules and
raised higher than +10. Alternatively, they may switch out
any of their ability increases with a randomly rolled skill,
choosing from their class chart. This can only be done
ments incorporated throughout, which keeps these rules
from being fully setting agnostic. However, I also would
encourage Referees to adapt my classes to incorporate their
options for player characters. It introduces: twice per level. The variable “R” is the number of times own setting details, since I like “worldbuilding-through-
that result has been rolled, in case of re-rolls. Skills marked rules” as a design philosophy. I also wanted some quirky
Brave Advancement: Adapted from Jeff Rients’s carous- with an asterisk (*) cannot improve further. If a skill can’t features like you might find it OD&D or even Basic D&D,
ing-for-XP houserule and vastly expanded from there. This improve, re-roll on the chart and ignore that result. such as Class Level titles or weird Prerequisites for some
replaces the normal advancement system in BRAVE. classes (here you can see the Cleric has one. Another exam-
If you roll a skill that shares a name with a skill you’ve al-
Included here are 4 sample classes made with this system. ple is that Players wanting to play Rangers have to first play
ready received from a separate class chart, then it counts as
More feedback and more playtesting may change anything. a game of hide-and-go-seek outdoors with their group, and
a re-roll. So, if you gain Infravision or Sneak Attack from
for Bards you must write a short poem and perform it for
multiple sources, each instance counts as a re-roll. If multi-
Brave Advancement ple skills modify the same activity, their bonuses stack.
Classes also have equipment-based advancement options.
your group. Silly stuff like that).
I have gotten many responses to the “Class Equipment”
As PCs perform deeds, they may gain a level, declare a idea and would be especially interested in more feedback
class they are advancing in for that level, and enjoy new In lieu of rolling for a skill, a PC may choose an item to ac-
about that. If you like it, dislike it, or have a suggestion.
benefits. Most deeds are accomplished at the referee’s dis- quire. The tradeoff is that there is a risk that this item could
cretion. A deed’s description will end with the maximum be stolen, lost, or destroyed. There is no compensation for The randomly rolled skills are an extension of BRAVE’s
number of times it can be performed for leveling up. Each losing equipment gained this way. Some of these items list original advancement system and continue a certain design
time you level up, you should write down what deed you a minimum level before they may be chosen. The referee philosophy that, again, I know is not going to agree with
are counting for that level. You may only count one deed may decide an item may only function for its owner. every player. I was inspired by the random-advancement
for each level you advance, even if you achieved several. custom classes from the FLAILSNAILS community, espe-
If you create a character who is joining the campaign late,
Characters require at least one week of downtime before cially ones made by Jeff Rients and Zak S. years ago. I also
you may roll 1d4 to determine your starting level (to possi-
they can finish leveling up. It is recommended that you felt like it was in the spirit of the original KNAVE, since
bly save you the burden of catching up). You also may
look ahead and make a small list of deeds you are aiming nearly everything about your character in KNAVE is ran-
wish to have a handful of PCs created at any given time as
for with your next level advancement. You also should take domly determined. Furthermore, I wanted to 1) provide
backups. When one character is spending a week leveling
note of any class deeds of ongoing progress and track them for that itch of character empowerment and customization
up, another can still be out adventuring!
early (e.g. total distance traveled or enemies slain). that most RPG players can’t help but feel while also 2)
avoiding a class system that becomes too bogged down in
Some deeds measure progress in Experience Points (XP).
Any such deed has an XP pool tracked separately. The
Designer Notes min-maxing different character builds and powergaming
and just generally focusing more on making characters ra-
Knave class is always available, but others may be unlocked Let me know if I should make this more explicitly clear in
ther than playing them. And for Grognards content to re-
through adventure. The referee should tell you if a class is the final version of the text, but it is 100% my intention
main drunken Conan-types, you always have the Knave
available, like if this town has a guild you can join or if that you can pick and choose which parts of these rules to
class you can fall back on. Not every player has to embrace
you’ve met an NPC who can mentor you. actually use. I imagine the “Deed Advancement” system
these complications to a minimalist RPG like KNAVE.
would be far and away the most subjective and questiona-
If a deed is associated with an alignment, the referee has a ble to most groups, but you can easily enough substitute it Lastly, I myself still feel like the Cleric will need another
few options in how to interpret this and should establish a with any other form of leveling that you prefer (XP, gold, pass. I get the sense that it’s much stronger than the other
standard for your campaign. These can merely serve as sug- milestone, etc.). I was inspired by Jeff’s “carousing” me- classes I made, but I also want Clerics to be incredibly rare.
gestions to roleplay your alignment better, or these deeds chanic that put emphasis on leveling up by doing stuff be- I’m not sure if that’s okay or if I should balance them out
could be restricted to members of that alignment. As a third fitting of your character + OD&D’s leveling system for more.
option, they could be a pathway to changing one’s alignment Druids and Monks. I think it gives just enough more direc-
incrementally. This just offers referees some chance to me- tion for PCs to maintain momentum in a sandbox cam- Oh, and the entire Carousing table for Knaves was written
chanically include another layer of roleplaying potential. paign, since they can occasionally be unmotivated. by Jeff Rients, basically unedited. All credit to him.
successful Charisma check indicates the personage is
Class Skills (1d8 or 1d12)
Knave
amenable to some sort of apology and reparations.
9. New tattoo. 1-3) it’s actually pretty cool 4) it’s lame 5) 1. Sneak Attack: Add Rd8 damage to attacks from hid-
it could have been badass, but something is goofed up ing, that surprise, or an improvised attack.
or misspelled 6) it says something insulting, crude or 2. Gang Up: +1 attack and damage bonus per ally adja-
All PCs may start with a level in this class. This describes stupid in an unknown language. cent to target, caps at R# of allies.
the lifestyle of any brave fool who has taken on the adven- 10. Beaten and robbed. Lose all your personal effects and 3. Taunt*: On enemy’s turn, can make opposed Cha-
turing life. There are no rules or recognized accomplish- reduced to half hit points. risma check on one target to impose disadvantage on
ments. The only way to advance as a knave is Carousing. 11. Gambling binge. Lose all your gold, gems, and jewelry. one action of theirs this turn.
Roll a Wisdom check for each magic item in your pos- 4. Savvy*: Whenever you find a path to somewhere new,
Class Deeds session. Failure indicates it’s gone. you can ask the referee one of the following: 1) is it
explicitly dangerous/hostile? 2) does it include/will
Carousing: once per session, you may spend 2d6 × 100 cp 12. Hangover from hell. The first day of adventuring is at
-2 on all checks. Casters must roll an Intelligence lead to treasure? Referee, don’t overthink the answer.
on ale and wenches, gaining XP equal to the amount of
copper spent. Once your cumulative total from carousing check with each spell to avoid mishap. 5. Careful: Negate Rd4 damage from all traps.
activity reaches 1000 XP, you gain a level and reset the to- 13. Target of lewd advances turns out to be a witch. Intel- 6. Stamina: R times daily, use action to heal 1d8 HP.
tal. Rolling a copper amount at one time greater than the ligence check or you’re literally a swine. 7. Acrobat: +R on all checks to climb, leap, and balance
14. One of us! One of us! You’re not sure how it hap- 8. MacGyver: R times daily, can create a one-use version
amount of cash you have on hand results in you owing
money to some unsavory characters, unless you can bor- pened, but you’ve been initiated into some sort of se- of a non-magic item with an INT check.
row the difference from an ally. cret society or weird cult. Did you really make out with 9. Roll once on the Warrior skill list.
an emu or was that just the drugs? Roll an Intelligence 10. Roll once on the Thief skill list.
When carousing, make a Constitution check. Failure indi- check to remember the signs and passes. 11. Roll once on the Cleric skill list.
cates that you couldn’t hold your liquor and you must roll 15. Invest all your spare cash (50% chance all gems and 12. Roll once on the Wizard skill list.
on the table below (1d20). jewelry, too) in some smooth-tongued merchant’s
1. Make a fool of yourself in public. Gain no XP. Roll scheme. 1-4) it’s bogus 5) it’s bogus and Johnny Law
Charisma check or gain reputation in this town as a thinks you’re in on it 6) actual money-making oppor-
drunken lout. tunity returns d% profits in 3d4 months.
2. Involved in a random brawl. Roll a Strength check or 16. Wake up stark naked in a random local temple. 1-3)
start the next adventure with a black eye and 1d3 hit the Clerics are majorly pissed off 4-6) they smile and
points short. thank you for stopping by.
3. Minor misunderstanding with local authorities. Roll a 17. Major misunderstanding with local authorities. Impris-
Charisma check. Success indicates a fine of 2d6 × oned until fines and bribes totaling 1d6 × 1,000cp
25cp. Failure (or inability to pay the fine) indicates 1d6 paid. All weapons, armor, and magic items confis-
days in the pokey. cated.
4. Romantic entanglement. Roll Wisdom check to avoid 18. Despite your best efforts, you fall head over heels for
your latest dalliance. 75% chance your beloved is al- Add Image Here
nuptials. Otherwise 1-3 scorned lover, 4-6 angered
parents. ready married. (don’t worry, I’m an artist. I can draw stuff. This
5. Gambling losses. Roll the dice as if you caroused again 19. When in a drunken stupor you asked your god(s) to
get you out of some stupid mess. Turns out they heard
part will look cool in the final version, I swear)
to see how much you lose. (No additional experience
for the second carousing roll.) you! Now as repayment for saving your sorry ass,
6. Gain a local reputation as the life of a party. Unless a you’re under the effects of a Geas spell.
Charisma check is failed, all future carousing in this 20. The roof! The roof! The roof is on fire! Accidentally
burg costs double due to barflies and other parasites. start a conflagration. Roll 1d6 twice. 1-2) burn down
7. Insult a local person of rank. A successful Charisma your favorite inn 3-4) some other den of ill repute is
check indicates the personage is amenable to some reduced to ash 5-6) a big chunk of town goes up in
sort of apology and reparations. smoke. 1-2) no one knows it was you 3-4) your fellow
8. You couldn’t really see the rash in the candlelight. Roll carousers know you did it 5) someone else knows, per-
a Constitution check to avoid venereal disease. A haps a blackmailer 6) everybody knows.
16. (Neutral) Win a battle against 10+ opponents by your-
Class Ranks
Warrior
self (3).
17. (Neutral) Ride a tamed monster into battle, winning Level Law Neutrality Chaos
without dropping to 0 HP (2). 1 Defender Wildling Ruffian
18. (Neutral) Shatter the weapon of 20 defeated foes (1). 2 Hero Vandal Bandit
You are a student in the art of war. Whether a mercenary, a 19. (Chaos) Successfully raid a village (3). 3 Veteran Savage Brigand
criminal, a soldier, or a liberator, you train in one of man’s 20. (Chaos) Take part in a successful siege without falling 4 Myrmidon Barbarian Marauder
oldest traditions: martial combat. The only true way to to 0 HP (2). 5 Weapon Master Berserker Ravager
learn this tradition is through hands-on experience. You 21. (Chaos) Slay a Lawful monarch or Battle Master (1). 6 Champion Totem Reaver
pick up whatever skills and techniques you know from the 7 Protector Headsman/woman Bastard
chaos of battle. But be wary: much like magic, physical vio- Class Skills (1d10) 8
9
Superhero
Battle Master
Chieftain
Conqueror
Blackguard
Warlord
lence can serve as a corrupting power. 1. Shield Splinter: Negate Rd8 damage suffered from
one attack by losing 1 quality on a wielded shield.
Prerequisites 2. Maneuvers: Gain R+1 d8s that recharge daily. You
Practices
STR 3+ or WIS 3+, HP 7+ can add 1 die to the roll of any attack or combat stunt. Dueling: a commonly recognized standard for weapon du-
3. Vicious: +R to damage rolls. eling is to fight until one participant is reduced to half their
Company, Clan, or Gang: Groups of Warriors typically maximum HP, making them the loser.
4. Precise: Increase critical hit range by R.
use combat to admit new members into training. An initia-
5. Resilient: Subtract R from all damage suffered. Cult of the Badass: All members of the Warrior class
tion test will likely be a duel, although not to the death.
6. Tough: R+1 is added to Armor score. trend towards the perception that violence is a tool most
Mentor: A Warrior of 5th level or higher may also offer 7. Equestrian: You have +R Armor when mounted and effectively used by the just, and thus, capable Warriors must
training to someone who can beat them in a duel. do +R damage when attacking atop a mount. therefore be just. Roleplay accordingly. However, any War-
8. Stubborn: +R on all Death and Dismemberment rior can, once per session, end/prevent all violence in the
Class Deeds rolls. You may also gain delusions of invincibility. immediate area for 10 minutes on a successful “deescalate
1. Achieve a lifetime total of 50 personal kills against sa- 9. Rage: At 0 HP, add R+1 to attack and damage rolls. roll.” Mutual respect, fear of death, guilt-driven restraint, or
pient opponents (1). 10. Valor: You become immune to fear. If re-rolled, may genuine prudence can help prevent bloodshed.
2. Achieve a lifetime total of 100 personal kills against sa- grant this to R# of allies within sight.
pient opponents (1). Upon witnessing someone perform violence stylishly or
3. Slay a monster of at least 8 HD (3). Class Equipment simply facing a fellow Warrior, a Warrior may roll d%. The
percentage chance of all violence being automatically dif-
4. Slay a monster of at least 15 HD (1). 1. An intelligent sword that shares your alignment. It has
5. Slay or tame a dragon (1). fused = the sum of all Warrior levels between involved
+1 to attack and damage rolls and +1 quality.
6. Slay or ally a giant (1). parties × 5.
2. A helmet, shield, or set of armor with +2 quality and
7. Win a 1-on-1 fight with someone of 6+ Warrior levels that provides +1 Armor than normal. Example: You are a Myrmidon (4) just ambushed by a Brigand
(3). 3. A war hammer or axe that can be thrown up to 30’ (3). Before fighting, you roll to immediately avoid escalation. (4 + 3)
8. Acquire a legendary magic weapon and win 3 battles and will return to the wielder’s hand. × 5 = 35 % chance of diffusing the fight for 10 minutes.
with it (1). 4. A polearm, spear, or bow (your choice) that does 2×
9. Win a 1-on-1 fight with someone of 3+ Wizard levels damage against creatures of an alignment you choose. This “deescalate roll” reflects the deepest possible recogni-
(3). 5. (5th level) A small stronghold on your own plot of tion of the risk of death in individuals otherwise drawn to
10. Get paid at least 1000 cp for a quest using your War- land. If re-chosen, add another feature (a wing, an that very risk. They’ll still self-defend, though. This also
rior skills (3). outer wall, a gatehouse, a dungeon, a tower, etc.) only works among sapient combatants and groups smaller
11. Train 5 other characters as Warriors (1). 6. (5th level) A naval vessel of your own. You get a sloop than 25.
12. Become the champion of a gladiatorial arena (1). that can hold up to 15 people. If re-chosen, trade it After reaching 5th level in the Warrior class, you may your-
13. (Law) Rescue 5 characters of 0th level from certain in/upgrade it to a caravel that can hold up to 50 peo- self serve as a mentor under whose study another character
danger (3). ple. If re-chosen again, trade it in/upgrade it to a gal- may enroll as a Warrior.
14. (Law) Help defend a community from invaders with- leon that can hold up to 100 people.
out falling to 0 HP (2).
15. (Law) Slay a Chaotic monarch or Warlord (1).
8. (Neutral) Steal 2500+ cp (or equivalent value in assets)
Class Ranks
Thief
from someone of 3+ Wizard levels (1).
9. (Neutral) Get a 5000+ cp debt cleared (1). Level Law Neutrality Chaos
10. (Chaos) Steal 2500+ cp (or equivalent value in assets) 1 Associate Thug Beggar
from a member of nobility (1). 2 Bravo Footpad Cutpurse
You live by a simple philosophy: “what’s yours is mine.” 11. (Chaos) Kidnap and ransom a member of the nobility 3 Apprentice Crook Burglar
You’ve gained admission into one of several exclusive cir- successfully (1). 4 Wiseguy Cutthroat Robber
cles of talented thieves and con men. So powerful is the 5 Caporegime Highwayman Swindler
reach of a sanctioned Thieves’ Guild that some communi- Class Skills (1d10) 6 Underboss Outlaw Filcher
ties even grant them fully legal “license to steal” privileges. 1. Sneak Attack: Add Rd8 damage to attacks from hid- 7 Boss Scoundrel Sharper
No better path to fortune can be open to someone than ing, that surprise, or an improvised attack. 8 Kingpin Rogue Magsman
training in the art of the Thief. 2. Treasurer*: Can appraise the value of any item and 9 Master Thief Master Thief Master Thief
can identify magic items’ properties without testing.
Prerequisites 3. Yoink*: Immediately after someone next to you takes Practices
INT 3+ or CHA 3+, DEX 3+ damage, you can make a contested DEX check to steal Rules:
Thieves’ Guild: If you get in touch with the right people, one loose or wielded item off their person. 1. Honor Among Thieves: If you are caught stealing
4. Counterfeit: add R+2 on INT checks to create for- from your own Guild or breaking a Guild rule, then
you may receive instructions on where you can secretly
meet with a representative from a local Guild. For admis- geries (result is DC of INT check to notice forgery). you will be immediately and permanently excommuni-
sion as a member, you’ll be asked to perform at least one 5. Emergency: Once per session, you can declare that cated. You won’t be able to advance in level as a Thief
Thief class deed successfully, earning your first level in the you have a trusted contact or a safe and secret hidea- unless you join another Guild.
way only (1d6 × 12) - (R × 3) miles away. 2. Basic Sense of Decency: Do not steal from the des-
class. You’ll also be taught a secret language called Thieves’
Cant and an accompanying set of symbols that indicate if 6. Silver Tongue: add R+1 on checks to lie or deceive. titute. Do not steal medical supplies from people who
an area is safe, if there is loot nearby, if a person can be 7. Sneaky: add R+1 on all checks to be stealthy. need them. Do not steal food from the hungry. Etc.
trusted, if there is a secret path, and so on. 8. Secret Pockets: R# of item slots can be completely 3. Quid Pro Quo: Guild members strictly keep track of
protected from detection or accidentally releasing. favors owed and paid. Contracts can’t be trusted for
Class Deeds 9. Deluxe Edition: R-in-6 chance of earning double
profit when selling an item.
intra-Guild matters, so 3rd party witnesses are needed
1. “Business”: once per session, you may attempt to for all thief-to-thief dealings.
10. Trap Queen: add R+1 on all checks to notice and 4. Our Best Guarantee: Do not steal from anyone who
make an Intelligence or Charisma check to help your disable traps.
guild keep the lights on. On a success, you help steal carries documentation/whose residence is marked
with the unique Guild symbol of “theft insurance.”
1d10 × 100 cp, gaining XP equal to the amount of
copper stolen. Once your cumulative total from “busi-
Class Equipment
1. One full head-to-toe disguise that works perfectly. Allies: Beggars, legal authorities in whatever region the
ness” activity reaches 1000 XP, gain a level and reset guild is sanctioned in.
the total. Your percentage cut of cp to personally keep You can make up the details of your alter ego or
from the haul = 10 × (your Thief level). Failure in choose a known NPC to mimic. Enemies: Legal authorities anywhere else, typically.
2. A bag of holding: +10 item slots.
your “business” check indicates that Johnny Law Your guild will issue you a badge/letter/tattoo of member-
gotcha. Roll 1d6: 1-2 you are outlawed from this com- 3. Skeleton key: 1-in-4 chance it opens any lock.
4. Annotated treasure map. If there is a campaign map, ship that cannot be forged without the use of magic. They
munity, 3-4 you are fined 2d6 × 25cp (inability to pay will not likely have a designated guild hall, but instead will
means 1d6 × 1d10 days in the pokey), 5-6 you got then you may pick a site of adventure to get a map of.
Allow the referee a session’s delay to prepare it. stake a claim on some category of location as their signature
away safe but empty handed (∞). base (e.g. X Guild operates out of graveyards, Y Guild op-
2. Escape imprisonment or free 5+ others from it (1). 5. (5th level) A small guild hall on your own plot of land.
If re-chosen, add another 1d4 Thieves who will each erates out of shipyards, Z Guild operates out of mattress
3. Steal 5000+ cp from a single mark in one heist (3). stores, etc.). All Thieves’ Guilds sell yearly theft insurance
4. Steal a legendary artifact and keep it for 1 week (1). bring home 2d4 × 10 cp for your guild’s use monthly.
for 5000 cp.
5. Steal someone’s heart (1). 6. (5th level) One free pardon from any ruler who shares
6. (Law) Steal 2500+ cp (or equivalent value in assets) your alignment, to be cashed in when needed.
from a rival Thieves’ Guild (1).
7. (Law) Give 5000+ cp away to the poor as charity (1).
Class Skills (1d12) Class Ranks
Cleric
You’ve been given the holy touch of some divinity, either a
Miracles: when getting class skills, clerics roll for new/im-
proved miracles to cast. Every time a miracle is cast, the
Cleric must make a WIS check (DC 20). Failure means they
cannot cast anymore miracles until the holy hour. Each
Level
1
2
3
Law
Acolyte
Adept
Brother/Sister
Neutrality
Initiate
Pupil
Ovate
Chaos
Convert
Seeker
Zealot
deity you’ve chosen or one who’s chosen you. Above any miracle cast per day adds +1 to the DC. 4 Curate Elder Cultist
mere priest or village preacher, you have been granted the 1. Turn Unholy: Compel a morale roll against Unholy 5 Father/Mother Shaman Warlock
rare ability to work miracles, contingent on your continued Creatures, adding R to their roll. 6 Vicar Oracle Witness
faith and service to your patron divinity. How the world re- 2. Lay on Hands: Touch creature and restore Rd8 HP 7 Bishop Druid Prophet
sponds to you can be unpredictable. But make no mistake: (up to their normal maximum) OR cure paralysis OR 8 (P/M)atriarch Arch Druid Apostle
they will respond. end all ongoing injuries (e.g. broken bones). 9 Hierophant The Great Druid High Priest
3. Cure Blight*: Touch creature and cure them of any
Prerequisites inflicted disease and neutralize all poison. Dogma
WIS 3+, a conversation with the referee about your 4. Detect Alignment*: For 10 minutes, can sense the Law Neutral Chaos
destiny (YOUR destiny, not your character’s. Specula- alignment of all creatures and things nearby, and can Relieve suffering Do not corrupt the Take what you
detect the presence of anything Sacred or Unholy. when you find it natural order want
tion, plans, fears, comedic musing, whatever)
5. Curse: Can bestow an effect described to referee (no Be honorable and Avoid hubris and Repay evil with evil
Temple: visiting a site of your faith, clergy can administer more powerful than about -R to all abilities of one tar- do not cheat have respect
a test to determine your clerical potential. A vision quest, get) and can remove curses from people and items. Respect kin, coun- Live life for the Corrupt the efforts
occult rebirth, temptation, etc. Passing this test earns your 6. Inspire Faith*: Ally within 30 ft can use one of your try, guests, & lords present of Heaven
first level in the class. miracles, but your miracle casting check has +4 DC. Sacred Creatures
7. Purify: Make edible/potable food and drink in quan- Celestials and Fair Folk and Ele- Undead and Fiends
Divine Experience: conversely, the divine may choose
tity = Rd8 item slots. Removes poison if present. Blessed Mortals mentals
you and bestow the class upon you. A dream or wondrous
8. Crusade: Allies within 30 ft have +R attack and dam- Unholy Creatures
vision usually accompanies this experience.
age against Unholy Creatures for 10 minutes. Undead and Fiends Aberrations and Celestials and
9-12. Alignment Spells: You may cast one of these spells
Class Deeds without a book, with +R bonus to the casting check after.
Constructs
The Holy Hour
Blessed Mortals
1. Sacrifice: once per session, you may attempt to make Law Spells Neutral Spells Chaos Spells Sunrise High Noon Midnight
a Wisdom check and commit some resources to gain 9. Heavenly Voices Speak w/Plants Augury Disfavor from Deity
favor with your deity. If Lawful, donate money as 10. Destroy Undead Beast Form Raise Dead
alms. If Chaotic, kill an innocent/virginal creature at Mark of Cain: can’t Anathema: utterly Taste of Ash: can’t
11. Bless Nature’s Ally Summon Fiend enter civilization or hated by all ani- benefit from food
your mercy. If Neutral, bury a finely crafted votive of- 12. Hold Person Control Weather Contagion
fering. On a successful check, gain XP equal to either have a home mals or drink
the amount of copper or hit points donated + (2d6 ×
100). Once your cumulative total from sacrificing ac-
Class Equipment Rites: All Clerics are trained to perform formal ceremoni-
1. Warding herbs, salts, idols, crucifixes, etc. 1 slot, Un- als rites in their faith, for purposes including conversion,
tivity reaches 1000 XP, you gain a level and reset the
holy cannot approach within 30 ft when exposed. marriage, laying to rest, inauguration, fertility, and others.
total (∞).
2. Weapon that does 2× damage to Unholy. Silvered for
2. Slay or tame an Unholy monster of at least 7 HD (3). Alignment Language: All Clerics know a language spo-
Lawful, Stygium for Chaotic, Starmetal for Neutral.
3. Slay or tame an Unholy monster of at least 12 HD (1). ken by Sacred Creatures of their alignment, inspired in
3. d8 Implements: bells, candles, incense, blood, etc. 3
4. Convert 50+ people to your faith (1). them by their divinity. If they ever change alignment, they
slots, 2 hands, can cast miracle without a WIS check.
5. Fulfill a major prophecy of your faith (1). lose this language.
4. d8 Talisman: 2 slots, automatically succeed spell save.
6. Convert someone of 4+ Cleric levels to your faith (1).
5. [5th level] Reliquary: 3 slots, 1/day can ask for divine If you change alignment or revoke your faith, you gain
7. Complete a pilgrimage to a site holy to your faith (1).
intervention. Roll d%, lower than Cleric level + WIS. Disfavor and cannot cast miracles or receive benefits of
8. (Law) Slay an undead of at least 9 HD (3).
Receive help as described and can’t reuse for 1 week. Class equipment. If you become a Cleric by another align-
9. (Neutral) Free an elemental of at least 9 HD (3).
6. [5th level] Banner: 3 slots, 2 hands, 3 quality. Can get ment, you regain your power but adjusted appropriately.
10. (Chaos) Bind a fiend of at least 9 HD (3).
#followers=WIS but only who share alignment. They All Clerics can automatically sense your Disfavor.
subtract 1d4 from morale rolls while in your presence.

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