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Classes |
Cleric
Clerics act as intermediaries between the earthly and the divine (or
infernal) worlds. A good cleric helps those in need, while an evil cleric
seeks to spread his patron's vision of evil across the world. All clerics
can heal wounds and bring people back from the brink of death, and
powerful clerics can even raise the dead. Likewise, all clerics have
authority over undead creatures, and they can turn away or even destroy
these creatures. Clerics are trained in the use of simple weapons, and can
use all forms of armor and shields without penalty, since armor does not
interfere with the casting of divine spells. In addition to his normal
complement of spells, every cleric chooses to focus on two of his deity's
domains. These domains grants the cleric special powers, and give him
access to spells that he might otherwise never learn. A cleric's Wisdom
score should be high, since this determines the maximum spell level that
he can cast.
What is not emphasized in the above description is that fact that a
Cleric is the only class that is the closest to being a Fighter/Magic-User
without multiclassing. They have a huge range of spells, all of which are
not effected by armor and so they can protect them selves in battle far
better than other magic users. In addition they have very good hit points
(1d8 for the Cleric compared to the Sorcerer or Wizard's 1d4 per level),
the use of shields and some weapons. These special considerations shatter
the stereotype of a Cleric as a priestly type in a long robe handing out
alms for the poor. Players must also include the crusader in full plate as
an archetype of a Cleric.
- Hit Die: d8
- Proficiencies: All simple weapons, all armor, and shields
- Skill Points (x4 at 1st level): 2 + Int Modifier
- Spellcasting: Divine (Wisdom based, armor-related chance of
spell failure is ignored)
The Cleric's skills (and the key ability for each skill) are:
- Concentration (Con)
- Heal (Wis)
- Hide (Dex)
- Lore (Int)
- Parry (Dex)
- Persuade (Cha)
- Spell Craft (Int)
Cleric
Spell List
Cleric Domains
The cleric can select two Domains, each which grant a variety of powers
and spells. Some Domains grant extra domain spells and a weaker or no
domain power.
AIR
(3) Call_Lightning
(6) Chain_Lightning
Power: Elemental Turning: Able to turn elementals as if they were undead.
ANIMAL
(2) Cat's_Grace
(3) True_Seeing
(5) Polymorph_Self
Power: Clerics who take the Animal domain are able summon more powerful
allies.
DEATH
(4) Phantasmal_Killer
(5) Enervation
Power: Negative Plane Avatar: Able to summon a shadow that scales
according to the cleric's level.
DESTRUCTION
(3) Stinking_Cloud
(6) Acid_Fog
Power: Weaken Constructs: Able to damage constructs while using the turn
ability.
EARTH
(4) Stoneskin
(5) Energy_Buffer
Power: Turn Elementals: Able to turn elementals as if they were undead.
EVIL
(1) Negative_Energy_Ray
(3) Negative_Energy_Burst
(5) Enervation
Power: Turn Outsiders: Able to turn outsiders as if they were undead.
FIRE
(4) Wall_of_Fire
(5) Energy_Buffer
Power: Turn Elementals: Able to turn elementals as if they were undead.
GOOD
(4) Stoneskin
(5) Lesser_Planar_Binding
Power: Turn Outsiders: Able to turn outsiders as if they were undead.
HEALING
(2) Cure_Serious_Wounds
(5) Heal
Power: Empower Healing: The following healing spells are cast as if
Empowered by the feat: Cure Light Wounds, Cure Moderate Wounds, Cure
Serious Wounds, Cure Critical Wounds.
KNOWLEDGE
(1) Identify
(2) Knock
(3) Clairaudience_and_Clairvoyance
(4) True_Seeing
(5) Legend_Lore
MAGIC
(1) Mage_Armor
(2) Melf's_Acid_Arrow
(3) Negative_Energy_Burst
(4) Stoneskin
(5) Ice_Storm
PLANT
(2) Barkskin
(7) Creeping_Doom
Power: Turn Vermin: Able to turn vermin as if they were undead.
PROTECTION
(4) Minor_Globe_of_Invulnerability
(5) Energy_Buffer
Power: Divine Protection: Available to Clerics of the Protection Domain.
The cleric is able to cast an improved form of Sanctuary that sets the
save DC at 10 + Chr Modifier + Clerical Level.The effect has a duration of
1 round per caster level + Charisma modifier.
STRENGTH
(3) Divine_Power
(5) Stoneskin
Power: Divine Strength: The cleric gains a bonus to Strength equal to 2 +1
per 3 cleric levels. The effect lasts for 5 rounds + Charisma modifier.
SUN
(2) Searing_Light
(7) Sunbeam
Power: Exceptional Turning: Add 1d6 to all turning checks to determine the
maximum HD of undead turned. Also add 1d4 to the number of undead Hit Dice
turned.
TRAVEL
(1) Entangle
(2) Web
(3) Freedom_of_Movement
(4) Slow
(5) Haste
TRICKERY
(2) Invisibility
(3) Invisibility_Sphere
(5) Improved_Invisibility
Power: Divine Trickery: Bonus to Hide, Persuade, Search, Disable Trap,
Move Silently, Open Lock, and Pick Pockets checks equal to 1 per 2 levels.
This effect lasts for 5 turns + the cleric's Charisma modifier.
WAR
(2) Cat's_Grace
(7) Aura_of_Vitality
Power: Battle Master: The clerics gains a bonus of 1 + 1 per 5 levels to
Dexterity, Constitution, Attack Rolls and Damage. As well this bonus
modifier is used to grant the cleric damage reduction in the same amount.
The effect will last for 5 rounds + charisma modifer.
WATER
(3) Poison
(5) Ice_Storm
Power: Turn Elementals: Able to turn elementals as if they were undead.
Class Packages
Default Cleric:
The generalist cleric package plays to the strengths of the class,
focusing on potent healing spells and the destruction of undead monsters.
It includes the Sun and Healing domains.
Shaman Cleric:
The shaman is at one with the natural world and receives divine power from
the Animal and Plant domains.
Dead Walker Cleric:
This cleric is very persuasive, able to talk friends and enemies into
almost anything, When words fail him, his weapon training more than backs
him up. Death and trickery are the domains of choice for this cleric
package.
Elementalist Cleric
The creatures of the elemental planes fear the Elementalist's mastery over
the Fire and Earth domains.
Battle Priest:
War and Strength are the two main tenants of this cleric's philosophy, and
the two domains that give him power.
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