Cleric
There are many pantheons, many gods and many faiths across Oerik. Each major human ethnic group has at least one god and usually an entire pantheon of them. In areas where these pantheons overlap there is usually tension and war.
Many of the deities worshipped on Oerth actually exist in multiple pantheons, the same god known by a different name to different peoples.
Clerics come from any walk of life, and have widely differing agendas depending on the deity they serve. Generally clerics will serve a god whose alignment matches their own, and whose spheres of influence dovetail with their own interests. Thus, strict authoritarians gravitate towards St. Cuthbert; those who defend the poor take up service with Trithereon; nature lovers serve Obad-Hai or Ehlonna; residents of farming communities join Phyton, Merrika or Wenta; businessmen pledge themselves to Zilchus or Xerbo. Race and gender matters little to most religions, who are happy to accept any converts who want to join them. Clerics adventure to obtain revenue for their church; act as agents carrying out missions on its behalf; to gain converts; to fight evil or good and to promote their deity’s agenda; to act as lines of communication between churches; and act as informants to keep the church up to date on what is going on in the world.
Class Group. Priest
Source. Player's Handbook
Ability Requirement. Wisdom 9
Prime Requisite. Clerics with a Wisdom score of 16+ gain an additional 10% bonus experience.
Races Allowed. All
Alignment. Any acceptable to patron deity/order
Priests know the Single Weapon, TwoHanded Weapon, Weapon and Shield, Unarmed, Missile/Thrown Weapons fighting styles. They may learn another fighting style for 1 WP slot. A priest may specialize in a Fighting Style they already know for the cost of 1 WP slot. They can only specialize in one.
(See Weapon Proficiency for more details on Fightying Styles)
Source. Player's Handbook
Ability Requirement. Wisdom 9
Prime Requisite. Clerics with a Wisdom score of 16+ gain an additional 10% bonus experience.
Races Allowed. All
Alignment. Any acceptable to patron deity/order
Class Features
Hit Points
- Hit Dice (levels 1-9): 1d8 + "HP Adjustment" per level
- Hit Dice (levels 10+): +2 HP per level
Starting Equipment
- Start with 3d6 x 10 gp to purchase starting equipment with.
- Can use initial funds to pruchase equipment and goods only.
- Only can keep 3 gold pieces of starting money. The rest is donated back to the church.
- Clerics cannot lend any of their initial funds to other characters.
Equipment
- Weapons. Can only use blunt, bludgeoning weapons (Different Cleric Orders may have different rules for allowable weapons).
- Armor. Can wear any armor.
- Magic Items. Can use priest scrolls, most potions and rings, some wands and rods, staves, armor, shields, and magical versions of any weapons allowed by their order.
Proficiencies
Non-Weapon Proficiencies- Starts with 4 NWPs
- Gains a NWP every multiple of 3levels (3, 6, 9, 12, 15, 18)
- Can choose NWPs at normal cost in the General and Priest categories.
- Can choose a NWP at +1 cost from any other category.
- Starts at level 1 with 2 WP slots
- -3 penalty to hit with weapons without proficiency
- Cost is 1 WP slot
- Gains a WP slot every multiple of 4 levels (4, 8 12, 16, 20)
- Can spend a WP slot to choose a weapon from any category of allowed weapons.
- Attack of Opportunty: Can make on AoO plus one per five levels.
- Fighting styles: Single Weapon, Two Handed Weapon, Weapon and Shield, Unarmed, Missile/Thrown Weapons
Priests know the Single Weapon, TwoHanded Weapon, Weapon and Shield, Unarmed, Missile/Thrown Weapons fighting styles. They may learn another fighting style for 1 WP slot. A priest may specialize in a Fighting Style they already know for the cost of 1 WP slot. They can only specialize in one.
(See Weapon Proficiency for more details on Fightying Styles)
Spellcasting
Clerics have acces to a number of spheres of spells to cast. What spheres they have access to is determined by what patron deity they follower or order they belong to. Generic Cleric (Player's Handbook)- Major Spheres: All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning
- Minor Spheres: Elemental Water, Elemental Earth
Turn Undead
Clerics have the ability to turn undead (see Turn Undead) This ability allows the cleric to drive away undead or destroy them utterly. A cleric of evil alignment can bind the creatures to their will instead. This ability grows stronger as the cleric gains levels. See the Turning Undead page for details.Stronghold & Followers
Upon reaching 8th level, the cleric automatically attracts a fanatically loyal group of believers, provided the character has established a place of worship of significant size. The cleric can build this place of worship at any time during their career, but they do not attract believers until he reaches 8th level. These followers are normal warriors, 0-level soldiers, ready to fight for the cleric's cause. The cleric attracts 20 to 200 of these followers; they arrive over a period of several weeks. After the initial followers assemble, no new followers trickle in to fill the ranks of those who have fallen in service. The DM decides the exact number and types of followers attracted by the cleric. The character can hire other troops as needed, but these are not as loyal as their followers. At 9th level, the cleric may receive official approval to establish a religious stronghold, be it a fortified abbey or a secluded convent. Obviously, the stronghold must contain all the trappings of a place of worship and must be dedicated to the service of the cleric's cause. However, the construction cost of the stronghold is half the normal price, since the work has official sanction and much of the labor is donated. The cleric can hold property and build a stronghold any time before reaching 9th level, but this is done without church sanction and does not receive the benefits described above. For more information on how to build a stronghold see DomainsSaving Throws
Level 1 Character
- Starting HP: 1d8 HP
- Starting funds: 3d6 x 10 gp (have to spend all except 3 gp)
- 4 NWPs
- 2 WPs
- Can use Language slots from Intelligence for NWPs and WPs.
Leveling Up
At level up:- Roll 1d8 HP (unless level 10 or higher, then add 2 HP instead)
- Check "Cleric Saving Throws" above to see if your saving throws change.
- Gain 1 NWP slot at level 3, 6, 9, 12, 15, 18
- Gain 1 WP slot at level 4, 8, 12, 16, 20
- Check top table to see what current spell slots are available and if THAC0 updates.
- If new Spell Level is achieved, add spells from available spheres.
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