Cleric

Core class — see Classes for the full list.

Prime Requisite:WIL
Requirements:None
Hit Dice:1d6
Maximum Level:14

Clerics are holy warriors, trained to fight to further the ends of their faith. Humans who become clerics have pledged their lives to serve one of three major deities: Numilvara the Blessed, Talavosh the Tiger Prince, or the Binding Flame. To this end, they conduct their lives in a way that furthers the desires and will of their chosen deity. Rumors tell of dark, Chaotic powers that also have clerical servants.

Cleric Level Progression / Cleric Spell Progression

ExperienceTitleLevelHit Dice123456
0Catechist11d61-----
1,500Acolyte22d62-----
3,000Priest33d621----
6,000Curate44d622----
12,000Vicar55d6221---
24,000Rector66d6222---
50,000Prelate77d63221--
100,000Bishop88d63322--
200,000Patriarch99d633321-
300,000Patriarch, 10th Lvl109d6 + 1*33332-
400,000Patriarch, 11th Lvl119d6 + 2*433321
500,000Patriarch, 12th Lvl129d6 + 3*443332
600,000Patriarch, 13th Lvl139d6 + 4*444332
700,000Theocrat149d6 + 5*444433

Cleric Saving Throws

LevelParalysisDeathBlastImplementSpellsAttack Bonus
1-213+10+16+13+15++0
3-412+9+15+12+14++1
5-611+8+14+11+13++2
7-810+7+13+10+12++3
9-109+6+12+9+11++4
11-128+5+11+8+10++5
13-147+4+10+7+9++6

Combat Characteristics

Clerics are skilled combatants, albeit not as good as fighters. Though they lack the killer instincts of a trained warrior, their armored conviction can hold the line as well as any.

Combat Proficiencies: As they are holy warriors, the particular weapons and armor that clerics are trained to fight with are determined by the strictures of their religious order. If not otherwise specified, clerics have weapon proficiency with all blunt weapons. They have armor proficiency with all armor. They have fighting style proficiency with the weapon and shield and two-handed weapon styles, but not with the dual weapon style.

Combat Progression: Clerics advance in attack throws and saving throws by two points every four levels. They can cleave after felling a foe a maximum of once per round per every two class levels (rounded down).

Starting Class Powers

Divine Magic: By invoking or praying to their deities, clerics can manifest their power in the form of divine spells. The number and levels of spells the cleric can cast in a single day are listed on the Cleric Spell Progression table. The cleric’s spell selection is limited to the spells in his order’s repertoire. See the Spells document for a default cleric repertoire.

Theology: The cleric has received religious instruction at a seminary, monastery, or temple. He can begin play as a member of a religious hierarchy. He can acquire congregants through proselytizing. He can automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults might be harder to recognize. (This class power is the equivalent of one rank of Theology proficiency.)

Cleric Rebuking Undead

Cleric Level
Undead Type1234567891011121314+
Skeleton10+7+4+RRDDDDDDDDD
Zombie13+10+7+4+RRDDDDDDDD
Ghoul16+13+10+7+4+RRDDDDDDD
Wight19+16+13+10+7+4+RRDDDDDD
Wraith-19+16+13+10+7+4+RRDDDDD
Mummy--19+16+13+10+7+4+RRDDDD
Spectre---19+16+13+10+7+4+RRDDD
Vampire----19+16+13+10+7+4+RRDD
Incarnation*-----19+16+13+10+7+4+RRD
*Lawful clerics can rebuke demons, while chaotic clerics can control demons and rebuke angels

Rebuke Undead: Most clerics have the ability to rebuke the undead, invoking the name and power of their deity to turn away, and even destroy dark powers. When a cleric attempts to rebuke undead, the result is determined by consulting the Cleric Rebuking Undead table, cross-referencing the type of undead with the cleric’s level.

A dash means that the cleric does not yet have the piety and power to rebuke that type of undead. An “R” indicates that the cleric automatically rebukes that type of undead, while a “D” means that the cleric automatically destroys that type of undead. A number indicates the target value for a Rebuking proficiency throw. If this roll is successful, or there is an “R” or a “D” in the chart, the cleric immediately rolls 2d6 to see the effect. The number rolled is the number of total Hit Dice of undead monsters that are rebuked or destroyed. No matter what the dice roll result, at least one undead monster will always be rebuked or destroyed, as appropriate, on a successful rebuking. Undead with lower HD are always rebuked before undead with higher HD.

Rebuked undead flee the area for 10 rounds (1 turn) by the best and fastest means available to them. If they cannot flee, they cower in terror, taking no actions and suffering a -2 penalty to AC. If the cleric attacks rebuked undead in melee combat, the rebuking effect is broken, but he can use spells or missile weapons against them, and other characters can attack them in any fashion, without breaking the rebuking effect. Destroyed undead are immediately turned to ash.

There is no limit to how often a cleric can attempt to rebuke undead each day, but if an attempt to rebuke undead completely fails during an encounter, the cleric cannot attempt to rebuke undead again for the remainder of that encounter.

Some chaotic sects are rumored to teach their clerics to control undead rather than rebuke them. The undead are controlled for 1 turn per level of the cleric. If the undead would have been destroyed, the undead are controlled for 1 day per level of the cleric instead. Controlled undead behave as if bewitched*,* obeying the cleric as if they were friends. However, if the controlled undead are rebuked or destroyed by a cleric during the duration of the control, the control is dispelled immediately. If the duration of the control ends without incident, the undead will flee (as if turned).

Additional Class Powers

Minor Magical Research (5th): The cleric can scribe scrolls and brew potions.

Major Magical Research (9th): The cleric can create permanent magic items, such as weapons, rings, and staffs.

Fortified Church (9th): By acquiring a fortified church worth at least 15,000gp, the cleric can attract followers to his service. Provided the cleric has kept to his code of behavior, he can build a fortified church at half price due to the assistance of his deity and order. 5d6 x 10 0th level troops and 1d6 clerics of 1st level of the same religion arrive to serve him within 1d3 months of him acquiring the fortified church. If the cleric has already acquired a fortified church, the followers arrive to serve him within 1d3 months of him reaching 9th level. The followers are fanatically brave and completely loyal (loyalty +4 and morale +4). Despite their loyalty, the followers must be paid a fair wage, or they might eventually leave his service. Additional rules for fortified churches are detailed in Campaigns.

Supreme Magical Research (11th): The cleric can learn and cast ritual divine spells of great power (7th, 8th, and 9th level), and craft magical constructs such as golems and animated statues. If chaotic, the cleric can create necromantic servants and even become undead himself. Rules for magic research can be found in Campaigns.

Code Of Behavior

In order to use spells and rebuke undead, a cleric must uphold the strictures of his faith. A cleric of Numilvara has the following code:

  • The cleric must always display a holy symbol of Numilvara somewhere on his person when in public.

  • The cleric must offer prayers to Numilvara at dawn. Offering prayers requires one hour (6 turns).

  • The cleric must not use any weapons designed to shed blood, such as swords, axes, and arrows.

  • The cleric must obey the just laws of the Sairan Empire and the lawful orders of its rightful authorities.

  • The cleric must not use his divine magic for unlawful or chaotic purposes.

A cleric of the Binding Flame has the following code:

  • The cleric must always display the holy symbol of this order somewhere on his person when in public.

  • The cleric must offer daily prayers while tending an open flame. The flame must not go out for one hour (6 turns) while the prayers are performed.

  • The cleric must oppose evil in all its forms, according to the Hierarchy of Evil:

    • Entities of alien evil, such as fiends and monstrosities from other planes of existence.

    • Entities of unnatural evil, such as undead and lycanthropes, that are twisted by malevolent forces.

    • Entities of innate evil, such as medusae, hags, and other dangerous monsters

    • Those who choose evil

    • The evil within

  • The cleric must heed the voice of the Keeper of the Flame, who serves as an intermediary through whom the Binding Flame communicates with the faithful.

  • The cleric must not use his divine magic for unlawful or chaotic purposes.

A cleric of Talavosh has the following code:

  • The cleric must always display a holy symbol of Talavosh somewhere on his person when in public.

  • The cleric must offer prayers to Talavosh at dusk. Offering prayers requires one hour (6 turns).

  • The cleric must not use weapons disallowed by his order.

  • The cleric must set a stoic example for all citizens of the Sairan Empire and obey the lawful orders of its rightful authorities.

  • The cleric must not use his divine magic for unlawful or chaotic purposes.

If a cleric violates the strictures of his faith, the deity might impose penalties upon the cleric (Judge’s discretion). The usual penalty is disfavor (see Conditions), but might include penalties to turning throws, a reduction in spells available, or even a loss of all cleric powers altogether. To remove the penalties, the cleric will have to atone for his violation by, e.g., sacrificing treasure, undertaking quests, or receiving an atonement spell from a powerful member of his order (Judge’s discretion).

Sometimes a cleric might grossly violate his strictures and yet seemingly suffer no punishment at all. In this case, what has actually occurred is that the cleric has unknowingly become aligned with a new deity that is better suited to his actions. After 1d4 weeks, the cleric will learn (through dreams and omens) the identity of his new deity and their new strictures. It is up to the cleric to decide at that time whether to seek atonement with his prior god, or to accept his new faith (which might require, among other things, an alignment change). Because it is impossible to tell the source of a cleric’s divine power, a religious order must pay close attention to the actual behavior of its clerics to be certain that they are not apostates, heretics, or false prophets. Some religious orders might have special clergy (inquisitors) to root out such characters.

Class Proficiencies

Proficiency Progression: At 1st level, clerics gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 4th, 8th, and 12th level. They select an additional general proficiency at 5th, 9th, and 13th level.

Cleric Proficiency List: Battle Magic, Beast Friendship, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Fighting Style Specialization, Healing, Laying on Hands, Leadership, Loremastery, Magical Engineering, Martial Training, Mounted Combat, Prestidigitation, Prophecy, Quiet Magic, Righteous Rebuke, Sensing Evil, Sensing Power, Syncretism, Theology, Unflappable Casting, Weapon Focus

Cleric Templates

3d6TemplateProficienciesStarting Equipment
3 – 4HermitLaying on Hands NaturalismHand-carved wood holy symbol (fang of Talavosh), quarterstaff, hide armor, itchy wool tunic and pants, sandals, small sack, waterskin, 2 weeks’ iron rations (enc. 4 2/6 st)
5 – 6ProphetProphecy Performance (storytelling)Holy symbol (Silver Flame medallion), sling, 30 sling stones, quarterstaff, leather armor, grey wool tunic and pants, embossed belt, low boots, backpack, 1 week’s iron rations, 6gp (enc. 4 5/6 st)
7 – 8MendicantBeast Friendship Animal HusbandryHoly symbol (scepter of Numilvara), wooden walking staff, leather-backed scale armor, green traveler’s cloak, green cassock, sandals, small sack, waterskin, 2 weeks’ iron rations, trained hunting dog, 5gp (enc. 6 4/6 st)
9 – 10ProselytizerDivine Health DiplomacyHoly symbol (fang of Talavosh), mace, wooden shield, ring mail armor, purple priest’s cassock, embossed belt, high boots, small sack, holy book (The Eightfold Throne), waterskin, 1 week’s iron rations, 20sp for alms (enc. 6 1/6 st)
11 – 12PriestDivine Blessing Theology 2Holy symbol (scepter of Numilvara), mace, wooden shield, banded plate armor, purple priest’s cassock, embossed belt, high boots, small sack, holy book (The Silken Laws), waterskin, 1 week’s iron rations, 25sp for alms (8 1/6 st)
13 – 14Undead SlayerRighteous Rebuke HealingHoly symbol (Silver Flame Medallion), war hammer, steel shield, chain mail armor, blue priest’s cassock, leather belt, low boots, backpack, 1 flask of holy water, 1 lb garlic, 1 lb wolfsbane, mirror, 4 stakes and mallet, waterskin, 1 week’s iron rations, 8gp (7 3/6 st)
15 – 16ExorcistSensing Evil IntimidationHoly symbol (golden fang of Talavosh), war hammer, steel shield, banded plate armor, blue priest’s cassock, leather belt, low boots, backpack, flask of holy water, 6 torches, tinder box, 50’ rope, manacles, waterskin, 1 week’s iron rations, 33gp (enc. 10 1/2 st)
17 – 18TemplarMartial Training (swords/daggers) RidingHoly symbol (scepter of Numilvara), polished sword and dagger, steel shield bearing symbol of Numilvara, banded plate armor, purple armiger’s tunic and pants, embossed belt, riding boots, riding gloves, medium riding horse, riding saddle and tack, leather saddlebag, 1 week’s iron rations, 15gp (enc. 6 3/6 st with rations on horse)

Notes: The Templar’s Martial Training proficiency grants him an exemption to any limitations on using piercing and slashing weapons

Spells

Prayerful divine caster: the cleric casts from his order’s fixed repertoire below. See Magic and Spellcasting for how repertoires work; the full Divine Spell List shows every divine spell.

Cleric Spell Repertoire

Imported verbatim from the ACKSBERRON MAGIC AND SPELLS repertoire tables. Spell types are abbreviated as on the Divine Spell List (hea healing, pro protection, enc enchantment, ...).

Level 1Level 2Level 3Level 4Level 5Level 6
1Counterspell proAugury det, esoDispel Magic proAngelic Aura dthAtonement esoArrows of the Sun elm(fire), trn
2Cure Light Injury* heaDelay Poison heaDivine Protection proCure Serious Injury* heaBlast Ward proBanner of Invincibility pro
3Discern Magic detEnergy Protection elmHoly Circle, Sustained* proEnergy Invulnerability elm(any), proCommunion det, esoBlast Ward, Greater pro
4Holy Circle* proHoly Blessing* eso, proHoly Prayer movInspire Awe* encLocate Haunting detDispel Evil* eso, pro
5Illumination* esoHoly Chant eso, proIllumination, Perpetual* esoNeutralize Poison* heaRestore Life and Limb* heaPhoenix Aura bst, elm(fire)
6Remove Fear* eso, heaPhysical Protection proRemove Curse* heaPhysical Invulnerability proStrength of Mind* proProphetic Dream det
7Sling Stone bst, elem(earth)Righteous Wrath trnRune of Warding esoRepair Disfigurement & Dis.* heaTrue Seeing det, esoQuest enc, eso
8Word of Command encSpiritual Weapon bst, esoStriking trnSmite Undead* necVigor trnSummon Winged Herald sum
9[Discern Humanity* det or by deity][Halt Humanoids or by deity][Force of Impetus or by deity][Call of the Regal Pride or by deity][Fiery Pillar or by deity][Hidden Host or by deity]
10[Destroy Dead dth or by deity][Noiselessness or by deity][Spellward or by deity][Sunflare or by deity][Turn to Dust or by deity][Salvific Rain or by deity]