DCC/Classes/Wilderness

Disapproval table. Roll a d4 for every point on the spell check. For example, if the cleric rolled a natural 4 and that counted as disapproval, he would roll 4d4. This roll is reduced by the cleric’s Luck modifier.


 * 1) Mark your presence (howl) for 10 minutes. You may still cast spells and take combat actions.
 * 2) Mark your presence (scent); -1 spell checks until entire site and pack has been marked
 * 3) Kill and eat a small animal raw; -1 spell checks until done
 * 4) Alters the cleric's sense of smell until the next day. The cleric can only smell foul things: rot, excrement, corruption. On the other hand, you can unerringly point out the strongest as well as the closest source of such foulness.
 * 5) Protect a member of your pack. Choose any one ally; your god will make this ally take reckless actions (DC 15 Will Save to resist) for one day in order to test you. If this ally is slain before the day is up, you suffer a -7 penalty to spell checks (reduced by one daily).
 * 6) The cleric should fight with his bare hands. The cleric gets a -2 penalty on all other actions. Lasts until you score a critical hit, score a killing blow, or one day has passed.
 * 7) Your use of divine gifts is not convincing. Disapproval range doesn’t reset next day.
 * 8) Your approach is wrong. -4 spell checks on the spell you just attempted to cast until next day
 * 9) Rely less on your magic. -2 spell checks until next day
 * 10) The cleric loses access to a random spell. This lasts until he scores a critical hit in combat, score a killing blow, or until the next day.
 * 11) You need to show your combat prowess. Until the end of the day the cleric gets a -2 penalty on all rolls not related to combat.
 * 12) Recruit a new member of your pack. What this means is up to you. There is no penalty involved, unless you are deemed to ignore your god, in which case you lose all Cleric abilities until you repent for d7 days.
 * 13) The cleric looses access to Turn Unholy. This lasts until he scores a critical hit in combat, score a killing blow, or until the next day.
 * 14) You are not worthy! Cannot accumulate XP for 3 days or until you prove yourself (roll d6+14 on this table to find out which task)
 * 15) The cleric looses access to two spells of his choice. This lasts until he scores a critical hit in combat, score a killing blow, or until the next day.
 * 16) Not impressed. The cleric needs to prove his worth by slaying the biggest foe you are aware of. He can't use his spells on any target other than himself and this enemy, until it is dead, or driven away for good. The cleric may of course ask his allies for help, but must cause some damage to the enemy himself before it dies. If he fails, he needs to repent for 1d3 days before regaining full use of his spells.
 * 17) Disapproval range doesn’t reset until you personally kill creatures whose combined HD equals your caster level.
 * 18) Rage grows inside. You can choose to contain it, but gain -2d6 to spell checks if you do (reduced by one daily). If you unleash it, you go berserk: you automatically succeed on Will saves, you deal double damage in melee, you gain an amount of temporary hit points equal to your current hit points, but you cannot retreat or leave combat. This ends when you have personally killed foes whose combined HD equal your caster level
 * 19) Assert your dominance as the alpha of your pack. Any ally that does not accept a -1 to attacks for one day* you will have to best in single combat or other appropriate contest. If you succeed before the day is up, you gain a permanent +1 bonus to Personality and a further +4 to spell checks for a week as you bask in the glory of your god. If you fail, you get -1 to spell checks permanently (until you do succeed; perhaps you need a new pack?) *) Any ally the god deems is insincere in its yielding suffers a 10% risk of losing 1 random ability point permanently.
 * 20) Rage grows inside. You can choose to contain it, but gain -1 to spell checks permanently if you do. If you unleash it, you go berserk: you automatically succeed on Will saves, you deal triple damage in melee, you gain an amount of temporary hit points equal to twice your current hit points, but you cannot retreat or leave combat. This ends when you have personally killed foes whose combined HD equal twice your caster level.