Since watching the video, (and seeing characters die) I've wanted to have the Cleric character as a healer. I wanted it to be a substitute for the Elf or Thief and more vigorous than the Wizard. Unfortunately, my players have passed on testing it until recently, and then picked him instead of the Wizard but didn't use his healing! Here's what I've come up with so far after seeing him in action and realizing he needs more power on the attack (i.e. spells). I added Faith points like the Witch Hunter has in Warhammer Quest. There's two Thief cards, so one can be used for the Cleric until you make your own.
CHARACTER CARD / STATS
Hit Points: 5
Attack: d8 (staff)
Armor Class: 5 (leather armor)
*Save vs. Magic: d12
*Find/Disarm Traps: d8
*Find Secret Passages: d8
*Feat of Dexterity: d10
*Feat of Strength: d10
*+Heal 1 Hit Point: d10
* Success on a 6
+ The Cleric can attempt a die roll to heal one wound on himself or one adjacent hero or ally while he has his medical kit.
EQUIPMENT: rope, food, mirror, medical kit (bandages, salves, pain relief etc.)
5 Faith: Each may add 1 to your die roll.
[Example: your Feat of Strength roll is a 4; so you spend two faith points to make it a successful 6.]
CHOOSE 5 SPELLS from these:
-Cure Light Wounds; restores 4 Hit Points to any hero.
-Find Traps; the target's Search-for-Traps action automatically succeeds, but a roll must still be made to disarm traps. The target also finds traps immediately before triggering them by walking or searching. The DM should draw trap cards and mark their locations. Lasts the entire adventure. (4 turns wasn't enough).
-Resist Fire; target hero loses 1 fewer Hit Points whenever contacting fire or flame. It protects against attacks from the Dragon's Breath and the Fire Elemental.
-Resurrection; The Cleric may use this spell to resurrect an adjacent hero or ally in the first 3 turns after death. Neither can move or act through the next turn. Attacks against the Cleric automatically succeed the turn the spell is cast. If the Cleric survives, the target is restored to 1 Hit Point.
[Example:] The Wizard was killed by a gargoyle. The heroes kill the gargoyle on their turn, and a Bugbear the next turn. It's now the third turn since the Wizard died, so it's the Cleric's last chance. The Cleric moves beside him and casts Resurrection. Then the last Bugbear attacks the Cleric, automatically hitting him for 1 Hit Point. The Warrior goes first but he can't use his Potion of Healing because the Wizard is still dead. Next, the Cleric misses his turn and the Wizard is brought back to 1 Hit Point, but can't act now, regardless of turn order. The Elf goes last, and uses his Heal Light Wounds spell to restore the Wizard to his full 4 Hit Points. If there were any monsters left, then the Cleric and Wizard defend normally and both can act next turn.]
-Shield; target hero gains a base Armor Class of 7. The Shield also blocks Magic Missiles. Lasts 4 turns.
-Speed; target gets +4 to Speed for 4 turns.
-Strength; target hero inflicts 2 Hit Points damage when attacking with a hand weapon. Also, Feats of Strength automatically succeed. Lasts 4 turns.
-Turn Undead; Up to 3 Death Knights you can see must "save vs. magic" or be destroyed.
-Vampiric Touch; The Cleric can drain 1 Hit Point from any adjacent living monster. The monster has one chance to resist: a "save vs. magic." If successful, nothing happens. If it fails, the Cleric gains the Hit Point!
NOTE: These spells should be separate cards, like Teraptus's. So even if the Elf and Wizard select both Shield or Cure Light Wounds cards, the Cleric may still choose these spells.
TREASURE CARDS for Cleric:
Boots of Speed (should be marked "Any Hero"),
Crystal Ball (Wizard, Cleric),
Elven Cloak (Thief, Elf, Cleric),
Elven Boots (Thief, Elf, Cleric),
Scroll of Spells (Wizard, Elf, Cleric).
- Last edited Thu Oct 8, 2009 9:24 pm (Total Number of Edits: 6)
- Posted Mon Jun 23, 2008 9:24 pm
Fantastic addition! After picking this game up first from a thrift store a few years back, then from the closet a few weeks back, I'd approached some friends about giving it a shot. The crafty player's complaint, though, was that there was no healing class, yet they were expected to bash their way through things. His missing the point aside, it did seem a bit strange to be missing a primary healer.
This is, of course, a very well-rounded solution. Thanks much!
I finally bought a copy of D&D player's handbook which has rules for Cleric and other characters. I'd browsed through it at least once before, but now I could read at my leisure.
It turns out that the Cleric casts his magic in a different manner (stat) than a Wizard. (This normally means he can't gain magic from a Wizard's scroll, but for the purpose of DS, I'm going to ignore that.) As a result he can wear armor. But something like the Elven Boots you might not let it work with noisy armor. The other question is, What could be a Cleric-only type of treasure? I only saw a couple of ideas in the D&D books for treasure that would help him turn undead, increase healing or give him a bonus in his spell-casting stat. Maybe a D10 weapon since Dwarf and Warrior already fight at that level or better?
EQUIPMENT (extra): water bottle
(It should be standard equipment, but it's absence held us back in The Burning Forest.)
TREASURE (more for Cleric):
Gauntlets of Ogre Power (Cleric, Dwarf, Warrior)
Magic Chain Mail (Cleric, Dwarf, Warrior)
Magic Shield (Cleric, Dwarf, Warrior)
Plate Mail (Cleric, Warrior)
-2 FAITH. I'd like to reduce this ability since I'm increasing the number of spells.
SPECIAL ABILITY: A good Cleric in D&D has an ability worth adding to DS called Spontaneous Casting. He can trade in one of his unused spells to cast another Cure Light Wounds (assuming he started with it). That's cool.
+2 SPELLS. After seeing the spell list I saw several that would be great for a Cleric character in Dragon Strike to choose from. I intend to increase my Cleric's pick to 7 spells.
Additional Cleric SPELLS:
-Cause Fear; Doesn't work on big monsters (Giant & Dragon) or ones that don't feel fear (Death Knights & Fire Elemental). If the target fails its save vs. magic roll then it must immediately flee as far as it can and lose its next turn (similar to the Wand of Fear).
-Darkness; See Wizard spell.
-Detect Secret Doors; This spell acts like an automatic success on a Search for Secret Doors roll.
-Dispel Magic; See Wizard spell.
-Magic Weapon; This spell turns a normal weapon into a magical one that can affect the Fire Elemental. Also, the user gets +1 on the attack roll with that magic weapon.
Technically, Vampiric Touch and Shield are spells the Cleric can't get in D&D, but I think they are appropriate. Also, Vampiric Touch and Cause Fear are Necromancy spells, but I think a Cleric should be able to use them in Dragon Strike. The Cleric could also get Hold Person in D&D, like the example in the video, but I didn't add it to my Cleric's spell cards. It turns out that Turn Undead is a special ability, and usually makes undead run away instead of destroying them, but I'm not changing mine! Also Resurrection is a level 7 spell, while the similar Raise Dead is a 5th level spell. But I think mine is a good compromise.
In D&D it's possible to have an evil Cleric which sounds like a Necromancer, and would be good to set up for creating a character based on the video's Lord Fear!
- Last edited Thu Oct 8, 2009 9:21 pm (Total Number of Edits: 4)
- Posted Tue Oct 6, 2009 4:26 am
If you are looking for a great figure for the cleric, go online and pick up the Introduction to Advanced Dungeons and Dragons online (ebay, or even amazon sometimes). The game came out around the same time as DS, and the figures even look the same! They have a cleric with a mace, and other figures from the game look the same (figher looks identical to the figure in DS). They are interchangable. I am going to pull this game off my shelf, use these stats, and the figure from the Intro to AD&D game. Great job with this.