In all resources I have they are simply stated as being multiclass cleric/mages.
If you relly want them to be a seperate class I would recommemd this:
They should be able to cast a limited amount mage spells as well as a limited amount of priest spells.
They should, like bards, only be able to cast mage spells up to level 6 and they should only be able to cast priest spells up to level 5.
They should have the fighting abilities of bards.
They should gain 3 lore per level.
Their hit die should be d6.
I am unsure which experience table they should have.
They should get about two or three more weapon proficiencies than a mage.
They should be able to use helmets and shields, but not armor (except robes).
They should use the Orc fighter .bam (showing off their bare chests).
They should be able to gain proficiencies in following weapons: Dagger, sling, staff, dart, spear, club, short sword and short bow.
Their clerical spells should be a mixture of cleric and druid spells minus some of the more powerful cleric specific and druid specific powers (no Insect Plagues, Iron Skins or Holy Powers for example).
They should get their mage/priest spells like this:
-----------Level 1 - Level 2 - Level 3 - Level 4 - Level 5 - Level 6
Level 1: --- 1 -----------------------------------------------------
Level 2: -- 1/1 ----------------------------------------------------
Level 3: -- 1/1 ----------------------------------------------------
Level 4: -- 2/1 ------ 1 -------------------------------------------
Level 5: -- 2/2 ----- 1/1 ------------------------------------------
Level 6: -- 2/2 ----- 2/1 ------------------------------------------
Level 7: -- 2/2 ----- 2/1 ------ 1 ---------------------------------
Level 8: -- 3/2 ----- 2/2 ------ 1 ---------------------------------
Level 9: -- 3/2 ----- 2/2 ----- 1/1 --------------------------------
Level 10: - 3/2 ----- 2/2 ----- 1/1 ------ 1 -----------------------
Level 11: - 3/3 ----- 2/2 ----- 2/1 ------ 1 -----------------------
Level 12: - 3/3 ----- 3/2 ----- 2/1 ------ 1 -----------------------
Level 13: - 4/3 ----- 3/2 ----- 2/2 ----- 1/1 ------ 1 -------------
Level 14: - 4/3 ----- 3/3 ----- 2/2 ----- 2/1 ------ 1 -------------
Level 15: - 4/3 ----- 3/3 ----- 3/2 ----- 2/1 ------ 1 ------- 1 ---
Level 16: - 4/3 ----- 3/3 ----- 3/3 ----- 2/1 ------ 1 ------- 1 ---
Level 17: - 4/3 ----- 3/3 ----- 3/3 ----- 2/2 ------ 2 ------- 1 ---
Level 18: - 4/4 ----- 3/3 ----- 4/3 ----- 2/2 ----- 2/1 ------ 2 ---
Level 19: - 5/4 ----- 3/3 ----- 4/3 ----- 3/2 ----- 2/1 ------ 2 ---
Level 20: - 5/4 ----- 4/3 ----- 4/3 ----- 3/3 ----- 2/2 ------ 3 ---
Their special abilities should be like this (usable once, rest to renew):
Level 1: Curse (reverse Bless)
Level 6: Evil Eye (fear effect, single target, saving throw allowed)
Level 10: Malediction (reverse Chant)
Level 13: Defensive Dissaray (reverse Defensive Harmony)
Level 17: Greater Malison
Level 20: Hold Monster
Witch Doctors should get the planar sphere as a stronghold. They should be able to use mage-specific as well as some cleric-specific items.
PS: I am still more in favour of a simple multiclass cleric/mage. Maybe with access to different weapon proficiencies.
[ 09-19-2002, 03:11 PM: Message edited by: Indemaijinj ]
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The Bleak Caballero<br /><br />Proud and original member (and secret admirer) of the Pro-Mazzy movement.
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