Cleric

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Cleric

Prime Abilities: Wisdom
Hit Dice: 1d6
Armour: Any
Weapons: Blunt weapons only. No missile weapons other than slings.
Alignment: Lawful
Ancestries: Humans,Dwarves
Tags: #caster

Description

Clerics are adventurers sworn to the service of a deity. For now, all Clerics will be devoted to Gael. They are trained for battle and channel the power of their deity.

Combat

Clerics can use all types of armor, but tradition forbids them from using weapons that have a sharp, cutting edge or stabbing point. They can hold the line like a fighter, but also provide support via their divine magic.

Save Bonus

Clerics have a +2 bonus on all saving throws against being paralyzed or poisoned.

Divine Magic

Divine Casting: Clerics know all the spells on the basic Cleric spell lists, but may find others on scrolls or other forms. They do not use spellbooks, but do need to spend some time every day in prayer and contemplation or they will be unable to access divine magic the next day. If they manage to upset their deity or their own conception of their deity, they may lose access to some of their divine magic ([MD] and/or Spell Level) for a time until the relationship is repaired.

Holy Symbol: Clerics start with a holy symbol. If lost somehow, a local priest can probably help them out for a small donation or favor. The holy symbol can be worn around the neck, but must be held in one hand while Turning Undead.

Learning New Spells: When a Cleric increases their Spell Level, they gain access to the entire basic spell list for that level. They can also learn spells from divine scrolls.

Using Magic Items: Clerics can use items that may only be used by divine spell casters (e.g. some magic staves).

Divine Scrolls

Clerics can use scrolls of divine spells, and instantly recognize any scrolls of their current Spell Level. Higher level spells need to be identified by a Magic User or another Cleric of sufficient level before they can be learned.

Learn Spell From Scroll or Book

Roll: percentile
Base chance: by Intelligence#Table A2
Known By: Magic User,Cleric,Highland Shaman

When attempting to learn a new spell from an scroll, spellbook or other written source, roll a d100 per Intelligence#Table A2. If learning from a scroll is unsuccessful, the scroll is consumed and no more attempts can be made. Spellbooks and other sources may allow more attempts or have other unique rules.

Turning Undead

Lawful Clerics have the ability to "turn" the undead, causing the foul creatures to flee or even destroying them outright. The Cleric's Holy Symbol must be held in one hand when Turning.

Procedure

When a Lawful Cleric attempts a turning, the player should roll 2d10 and consult the table for the result.

Monster CL Example Cleric 1 Cleric 2 Cleric 3 Cleric 4
1 Skeleton 10 7 4 T
2 Zombie 13 10 7 4
3 Ghoul 16 13 10 7
4 Shadow 19 16 13 10
5 20 19 16 13
6 Wight -- 20 19 16
7 Mummy -- -- 20 19
8 Wraith -- -- -- 20

Cleric Level Progression

Level XP HD Saving Throw BAB Spell Level Special
1 0 1d6 15 0 1 Divine Magic, Turn Undead
2 1,600 2d6 14 0 1
3 3,200 3d6 13 1 1
4 6,400 4d6 12 1 2

Cleric Basic Spell List

Cantrips

Level 1

Level 2

Level 3