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cleric

Cleric

Stat requirements: 15 wisdom
Resonances allowed: Clerics must be of the same resonance as the deity they serve
Hitdice: d8
Saving throws: fort/will strong, reflex weak
Class Skills: healing, influence, perception, spellcraft
Class Feats:L1: light armor proficiency, medium armor proficiency, simple weapon proficiency, shield proficiency, divine domain, second divine domain, spell focus, channel
L31: apotheosis
Also:** one bonus spellcraft feat at L1, and every five class levels thereafter

Clerics are as diverse a class as the pantheon of the realm, united only in their service to their deity. They draw their powers from their god/dess and must serve that patron's cause, or they may lose those powers as they lose favor with the deity. They spend much of their time in prayer and meditation to gain their spells, and to attempt to discern what their god/dess expects of them. Their insight and use of their wisdom grows as they spend their lives learning to understand people and their god/dess' teachings, and apply them to day to day life and furthering their cause, which includes attempting to convert others to their faith.

Wisdom is of the utmost importance to clerics and only those with the highest wisdom are going to be worthy to cast the highest level spells. It is also recommended that they have a decent constitution. Most are moderately capable in melee combat, but not so much as a trained warrior.

As a hybrid class with spell casting abilities, clerics could benefit from a combination of martial and magic feats. They will need the perfect caster feat to avoid harming their allies and summoned creatures with area-affecting spells.

Clerics prepare their spells with the prepare command. The spells cleric command will show you every spell available to clerics. To cast they use the cast command. Casting a spell will expend it from their memory. They can see currently prepared spells with recall cleric spells.

Clerics of good and neutral alignments may also spontaneously cast any prepared spell as a healing spell of the same level. Neutral and evil clerics may do likewise, but they will cast such spells spontaneously as damaging equivalents instead. To learn how to do it refer to help cast.

Additionally, clerics can choose a small number of domains. The spells in these domains are added to their cleric spell list and they can prepare and cast them as normal. See help domains for a list of available domains.

Clerics also gain the following cantrips (type 'recall cantrip spells'): Create Water, Detect Magic, Detect Poison, Guidance, Resistance, Light, Mending, Sacred Flame, Toll the Dead

Clerics are versatile, they can choose both melee and spellcasting paths. Clerics can cast in any armor, but they must not wield while doing so as their casting relies on gestures and speaking.

cleric.txt · Last modified: 2023/09/03 18:34 by titania