tsrpg class – cleric

I will be documenting plans for my tsrpg character classes in individual posts like this one. Since this is the first class post, I will include a bit more in the way of explanation of terms this time around.

Cleric (tier 1)

Original Summary
Robes-medium armour + shields, blunt weapons. Low mobility, medium offense, medium defense. Primary healing class.
Related Classes
Tier 2: Mystic, Knight, Druid, Warlock
Tier 3: Paladin, Summoner, Necromancer

A Cleric may multi-class with any one of these seven other options – provided it has been unlocked by the player.

Stat Advancement
Strength: 4 (increases strength of physical melee abilities)
Speed: 2.5 (increases turn order and frequency of turns, increases ability to evade attacks)
Defense: 4 (decreases physical damage taken from melee/ranged attacks)
Will: 8 (increases strength of magical and ranged abilities)
Resistance: 6.5 (decreases magical and status effect damage taken)

A character gains this many points in each of their core stats every 10 levels. The value is rounded up and all stats have a minimum value of 1. Thus, at level 10, a cleric has 4 strength and 3 speed. At level 25, the cleric has 10 strength and 6 speed. At level 100, a cleric would have 40 strength and 25 speed.

Health: 6
Mana: 6

A character earns this many maximum health and mana points per character level. Thus, at level 1, the Cleric has 6 mana and 6 health. At level 100, they have 600 mana and 600 health. A character’s health or mana may never exceed 999.

Movement: 3 (base movement points in hexes per turn)

Movement is a constant value that never increases except with equipment or special abilities.

For purposes of class balance for all tier 1 classes, the advancement values in the 5 base stats should add up to 25. Health, Mana, and Movement values for all classes should add up to 15. Tier 2 classes get 2 extra points in addition to these 40, and Tier 3 classes get an extra 5 points.

Allowed Equipment
Clerics are allowed to wear robes, light, and medium armour. They are also allowed to use shields if they have an available hand. They are restricted to using only blunt weapons, but may use any blunt weapon, whether light or heavy, one or two handed. This includes staves.

There are 4 basic classes of armour – robe, light, medium, and heavy. Shields are a separate category. Weapons are divided up into several different categories based on weight and handedness – which may or may not be related (it is possible to have a 1-handed heavy weapon). Weapon weights come in 3 classes – light, medium, and heavy. Staves, bows, and polearms are separate categories. Additionally, some weapons are flagged as appropriate for individual classes on an item-by-item basis.

Class Availability
Clerics are available from the beginning of the game.

16 of the 20 classes in the game must be unlocked by performing certain quests that will vary wildly in difficulty and time commitment required to complete.

Skills

Every class should have approximately 20 skills at their disposal. Some classes that gain more equipment options or which get better base stats may wind up with less actual skills than some of their lower tier counterparts.

Healing Abilities

  • Lesser Heal – Low mana cost short range healing ability that allows the cleric to quickly cure minor wounds on a single target up to 2 hexes away. Starting ability.
  • Antidote – Cures poison and similar weaker status effects from a single target within range. Rank 1 at Lvl 1.
  • Revive – Revive an adjacent dead or dying ally. Additional ranks improve the amount of health the comrade is raised with. Rank 1 at Lvl 10.
  • Heal – Restores a large amount of health to a single target up to 3 hexes away. Rank 1 at Lvl 10.
  • Far Heal – Costs more mana than Lesser Heal, restores a comparable amount of health at a much greater range (3-10 hexes, each rank improves range by 1). Rank 1 at Lvl 20.
  • Group Heal – Restores a large amount of health to multiple targets up to 4 hexes away. Rank 1 at Lvl 30.
  • Greater Heal – Restores a phenomenal amount of health to one or more targets up to 3 hexes away. Rank 1 at Lvl 40.
  • Regeneration – Cures the target of a few hp every turn until the spell expires. Rank 1 at Lvl 50.
  • Panacea – Cures any negative status effect from a single target within range. Rank 1 at Lvl 60.
  • Resurrection – Revive all fallen allies within 3 hexes to full health. Ultimate Ability (Lvl 100).

Support Abilities

  • Defense Up – Increases the target’s defense score. Higher ranks yield even more defense points per casting. Stacks multiple times. Rank 1 at Lvl 20.
  • Resist Up – Increases the target’s resistance score, just as Defense Up improves defense. Rank 1 at Lvl 20.
  • Will Up – Increases the target’s will score, just as Defense Up improves defense. Rank 1 at Lvl 30.
  • Amplify Healing – Increase the effectiveness of all future healing effects on the target. Rank 1 at Lvl 60.

Passive Abilities

  • Receptive Healing – Healing spells that affect the Cleric cure more health than they would normally. Rank 1 at Lvl 30.
  • Field Medic – Restorative items used by the Cleric (on himself or an ally) are more effective than normal. Rank 1 at Lvl 40.
  • Aura of Relief – Attempts to cure up to 1 negative status effect from any 1 friendly target within range each turn. The aura’s radius increases with ranks, but in the event that the aura has a greater range than the cleric’s equivalent Antidote/Panacea spell, the spell will not be cast. Rank 1 at Lvl 50.

Several classes offer an aura passive ability. These auras are always on once learned and may not be shut off by the player. Auras will deactivate upon the death or unconsciousness of the character. It is possible for a character to have two active auras – one from each of their classes.

Offensive Abilities

  • Silence – Prevent a target from casting spells for the duration of the debuff. Rank 1 at Lvl 40.
  • Brimstone – Heavy damage, long range, single target fire/earth damage spell. Rank 1 at Lvl 70.
  • Repel – Knock any enemies within 3 hexes of the Cleric back 2-7 hexes and stun them for a few turns. Rank 1 at Lvl 80.

If you look at the distribution of new abilities, their availability is spread out fairly evenly into a moderately boring bell shape with 2 abilities unlocked at each of levels 1 and 10. Three abilities are unlocked at each of levels 20, 30, and 40. Two abilities are unlocked at each of 50 and 60, and levels 70 and 80 (and 100) each unlock one more ability. Most classes will follow a similar curve for their distribution of abilities.

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