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Cleric
Description-The handywork of the gods is every where in places of natureal beauty and in mighty crusades,in soaring temples or the hearts of worshippers. like people the gods gamet from benevolent to malicious,reserved to instructive,simple to inscruptable.the gods however work thru intermedaries- thier clerics. good clerics heal,protect and avenge.Evil clerics destroy pillage and sabotage. clerics use the power of their god to make thier god's willmanifest and if the cleric uses the power of their gof to improve their lot that would be expected too. Alignment: Any. If the Cleric serves a specific
deity the cleric's alignment must be within one step of his deity's, and it
may not be neutral unless the deity's alignment is neutral. Choosing to serve
a specific deity is optional. Hit Die: d8. Class Skills: The cleric's class skills (and
the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy
(Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession
(Wis), Scry (Int, exclusive skill), and Spellcraft (Int). Armor and Weapon Proficiency: Clerics are
proficient with all simple weapons. Clerics are proficient with all types
of armor (light, medium, and heavy) and with shields. Note that armor check
penalties for armor heavier than leather apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
All clerics have Turn or Rubuke at the start. ----------------------Spells Per Day---------------------------------
Spells: A cleric casts divine spells. A cleric
may prepare and cast any spell on the cleric spell list, provided he can cast
spells of that level. The Difficulty Class for a saving throw against a cleric's
spell is 10 + the spell's level + the cleric's Wisdom modifier. Each cleric must choose a time at which he must spend an hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. In addition to his standard spells, a cleric gets one domain spell of each spell level, starting at 1st. When a cleric prepares a domain spell, it must come from one of his two domains. Deity, Domains, and Domain Spells: When your character becomes a Cleric, you may choose to have your character serve a specific deity. The cleric's deity influences his alignment, what magic he can perform, his values, and how others see him.Choose two from among the deity's domains for your cleric's domains. You can only select an alignment domain (such as Good) for your cleric if his alignment matches that domain. If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities (but the restriction on alignment domains still applies). Each domain gives your cleric access to a domain spell at each spell level, from 1st on up, as well as a granted power. Your cleric gets the granted powers of all the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day. If a domain spell is not on the Cleric Spells list, a cleric can only prepare it in his domain slot. Spontaneous Casting: Good clerics (and neutral
clerics of good deities) can channel stored spell energy into healing spells
that they haven't prepared ahead of time. The cleric can "lose"
a prepared spell in order to cast any cure spell of the same level or lower
(a cure spell is any spell with "cure" in its name). Turn or Rebuke Undead: A good cleric (or a
neutral cleric who worships a good deity) has the supernatural ability to
turn undead. Evil clerics (and neutral clerics who worship evil deities) can
rebuke such creatures. Neutral clerics of neutral deities can do one or the
other (player's choice), depending on whether the cleric is more proficient
at wielding positive or negative energy. Once the player makes this choice,
it cannot be reversed. This choice also determines whether the neutral cleric
can cast spontaneous cure or inflict spells (see above). Bonus Languages: A cleric's list of bonus
languages includes Celestial, Abyssal, and Infernal, in addition to the bonus
languages available to the character because of his race. Ex-Clerics: A cleric who grossly violates the code of conduct expected by his god (generally acting in ways opposed to the god's alignment or purposes) loses all spells and class features and cannot gain levels as a cleric of that god until he atones.
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