Cleric

grokkngrognard
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grokkngrognard
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Cleric

#1 Post by grokkngrognard »

Cleric

Exp. Points Level Title Level & HP(d8) Attack Bonus
0 Acolyte 1 0
1,600 Devotee 2 0
3,100 Holy Man 3 0
6,100 Zealot 4 +1
13,100 Priest 5 +2

Ability Requirement: None
Race & Level Limit: Human U, Dwarf 9, Elf 7,Gnome 7, Halfling 4, Half-Elf 5, Half-Orc 4
Prime Requisite: Wisdom
Hit Dice: d8
Starting Gold Pieces: 30-180 (3d6x10)
A cleric is a holy warrior and divine spell-caster. Clerics serve deities based on alignment and are part of a religious order. They receive their spells through prayer and worship. Clerics who deviate from the doctrine of their faith must atone for their transgressions (subject to the discretion of the Maze Controller). These ecclesiastics hold special power over undead monsters.
Role: Clerics are healers, spell-casters, and secondline warriors.
Alignment and Deity: Clerics can select any alignment, but must select the same alignment as their deity.
Languages: Clerics begin play knowing Ancient Common (akin to Latin and the language of divine spell-casting)
Weapons and Armor: Clerics may use blunt-weapons only, such as maces, clubs, flails, quarterstaffs, war hammers, slings, etc., and all forms of armor and shield.
Divine Spells:Clerics are capable of divine magic and may cast a number of spells per day by level. They draw their spells from prayer each morning. Unlike magic-users and illusionists, clerics may select any spell from their spell list by level. Clerics are known for their healing magic, but can cast other types of spells. Clerics are obligated to follow the tenets of their deity when spell-casting
Spell Memorization Limit: Clerics may not memorize the same spell more than once per day without the aid of a magical item.
Bonus Spells: Clerics with Wisdom 15 or higher receive one bonus first level spell, and when achieved, one additional second level spell, per day.
Divine Channeling: A cleric may channel (cast) any first level spell for Cure Light Wounds.
Tithe: A cleric must tithe 10% of all treasure to a temple or religious order.
Spell Scrolls: Clerics may write their own spell scrolls at a cost of 250gp per spell level. The inscription time is one week per spell level. Scrolls written by player characters hold a maximum of three spell levels. Only spells the cleric can currently cast may be scribed. Dwarven clerics may carve spellstones that function in the same manner as above (see Spells).
Turn Undead: By calling upon the power of their deity, a good-aligned cleric may turn (meaning repel) undead creatures. The total number turned is 2d4 hit dice +1 hit die per level of the cleric. Clerics may turn a maximum of three times per day. Each additional turn after the first increases the difficulty by one. Rebuked undead flee the cleric at their fastest movement rate for 1d3 turns plus 1 turn per level. Evil clerics may command undead for the same amount of time. Neutral clerics may turn or command undead.

When attempting a turn, the cleric rolls 1d20 and consults the Turning Undead Table. A roll equal or greater than the number turn. Note the Maze Controller may adjust this number up or down by one subject to an authoritative and convincing role-play turn attempt. Clerics must prepare a unique invocation, such as “By the power of St. Ygg, I banish you unholy abominations!” Mid-level clerics automatically turn (noted as T for Turn on the table below) and high-level clerics may outright obliterate undead (D for Destroy). A cleric may only turn undead equal to, or lower than, their level.

Turning Undead Table (1d20)
Cleric Level
HD 1st Level 2nd Level 3rd Level 4th Level 5th Level 6th Level 7th Level 8th Level 9th Level 10th Level
1 HD 11 8 5 T T D D D D D
2 HD 14 11 8 T T D D D D D
3 HD 17 14 11 5 T T D D D D
4 HD 19 17 14 8 5 T T D D D
5 HD 20 19 17 11 8 5 T T D D
6 HD -- 20 19 14 11 8 5 T T D
7 HD -- -- 20 17 14 11 8 5 T T
8 HD -- -- -- 20 17 14 11 8 5 T
9 HD -- -- -- -- 20 17 14 11 8 5
Sp* -- -- -- -- -- 20 17 14 11 8

Cleric Spell Progression
Cleric Level 1st Level Spells 2nd Level Spells 3rd Level Spells 4th Level Spells 5th Level Spells
1 1 -- -- -- --
2 2 -- -- -- --
3 2 1 -- -- --
4 3 2 -- -- --
5 3 3 1 -- --
6 3 3 2 -- --
7 3 3 2 1 --
8 3 3 3 2 --
9 4 4 3 2 1
10 4 4 3 3 2

Ye Olde Cleric Fast Pack
Pack 1: Ringmail and Shield (AC: 6), War Hammer (1d6), Club (1d6), Sling with 20 Stones (1d4), Backpack, Small Sacks (4), Holy Water, Holy Symbol, Chalk, Waterskin, Torches (8), Flint and Tinder, Rations (7), Quill, Parchment, and Ink (92gp).
Pack 2: Chainmail (AC: 5), Heavy Mace (1d8), Sling and 20 Stones (1d4), Backpack, Large Sacks (2), Holy Symbol, Crowbar, Waterskin, Torches (8), Flint and Tinder, Rations (7), 10’ Pole (97gp).
Pack 3: Studded Leather and Shield (AC: 6), Flail (1d6), Backpack, Large Sacks (4), Holy Water, Holy Symbol, Lantern, Flask of Oil (4), Waterskin, Rations (7) (70gp)


Clerics will need to pick a deity from the Religion thread, with restrictions.

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