Cleric Class Description Requirements Race: Characteristics: Selection of Order

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Cleric Class Description The Cleric uses powers granted to them by supernatural beings to achieve magical effects. The supernatural beings are often treated in the game sense as deities, or, to use the KoDT term, gawds. The beings have an agenda of their own, and power to spare for those who in some way advance that agenda while giving a strong commitment of themselves to the supernatural being. In addition to these powers, the typical adventurer behaves as a member of a martial order, using force of arms to combat their opponents. A set of common rules govern the use of arms by the clerics of the different sects that place limitations on the weapons and armor that can be used by members of the cleric class. The cleric character believes that the wisest course of action for normal people to achieve their goals in the game world is to ally themselves with these supernatural powers (specifically, with the supernatural power that they themselves serve.) They believe that not doing so is a sign of bullheaded pride, ignorance, or sheer stupidity. In a world where one can see tangible evidence of the influence of the gawds, it seems foolish to not follow the most righteous among them. (As a counter-argument, there are many people in the world who believe that the gawds themselves are merely beings within a universe created by some even higher power, and that their powers are not sufficient to demonstrate that the gawds are themselves divine. The cleric s usual retort is that if there is some greater power, then why is there no direct evidence of that power as there is of the various gawds themselves?) The cleric will use their powers to their utmost to aid and support other followers of their gawd. They will willingly aid and support other members of the same alignment as themselves and their gawd. They will also use their power where they think that using that power may help another learn to accept their gawd, their precepts, or their alignment. And they will also use their powers to advance the cause of their gawd. The cleric will believe firmly in their gawd s doctrine, though they may not accept all of the embellishments to that doctrine espoused by their gawd s followers, even those that are superior to them within their order. Instead, they may hold to their own counsel or seek answers from the guidance of the gawd themselves on specific issues which are not central to their doctrine. All orders doctrines demand a payment of a tithe from their clerics to an established institutional power within the religion. Clerics will likewise seek to obtain tithes from those around them who are receiving ongoing benefits from the cleric s work. At the dungeon master s option, non-clerics who pay a full tithe to the cleric s order may receive bonuses on their rolls with respect to spells cast on them by clerics of that order (e.g. +1 to Cure Light rolls, an additional turn of duration to Bless spells, etc.) Players playing clerics should incorporate the views of their power s doctrine into their character s outlook on life, since these views are every bit as integral to the character of the cleric as their ability to cast spells and wield arms. Requirements Race: Any race may play a cleric, though their choice of supernatural power to follow may be limited as a result of their race. All racial advantages that are not specifically tied to the skills of another class are maintained. Characteristics: Characters must have an wisdom of at least 9 to be a cleric, and it is recommended that they have an wisdom of 12 or higher. Selection of Order The cleric may defer selection of the specific supernatural power that they wish to serve at any time until they reach the position of Deacon (3rd level.) When they accept the office of Deacon, they must have a specific order to which they belong in order to obtain the benefits of being a Deacon (they operate as a 2nd level character until they select and enter an order.) Order selection may be made at any time before, as well. Until that time, they may declare themselves as serving either Law or Chaos (through their choice of alignment), and may make tithing payments to any institution which has the same alignment as their own.

Starting Conditions A starting cleric will have the following possessions: A worn clerical robe and rope belt, of material appropriate to the climate where the cleric received their training. A worn hood (a hood with a liripipe and cowl, of material appropriate to the climate where the cleric received their training.) A pair of cloth shoes with thin leather soles. One set of appropriate undergarments, including socks. A small leather belt pouch, of about 1 dry pint capacity. 3D6x10 gold pieces. A tithe on this money is assumed to have already been paid upon leaving training. Cleric Combat Cleric Combat Attack Matrix To Hit on D20 Armor Class of Target Level of Cleric 9 8 7 6 5 4 3 2 1-4 10 11 12 13 14 15 16 17 5-8 8 9 10 11 12 13 14 15 9-12 5 6 7 8 9 10 11 12 13-16 3 4 5 6 7 8 9 10 17+ 1 2 3 4 5 6 7 8 A roll of a natural 20 (the number 20 appears on the die when rolled, as opposed to a 20 as a result of modifiers to the die roll) results in a critical hit. A critical hit causes any damage done to be double that rolled for the hit. If the roll requires a 19 or higher to hit, no critical hit occurs (i.e., if a roll of 19 or 20, or a roll of 20 is required to hit.) There is no automatic hit on a roll of 20, the roll must exceed the to-hit value. Through magic and other bonuses, if necessary. A roll of a natural 1 (the number 1 or 01 appears on the die when rolled, as opposed to a 1 rolled as a result of modifiers to the die roll) results in a fumble. A fumble results in the character losing the ability to act in the following combat round. If the roll to hit requires a 2 or less, no fumble occurs (i.e. if a hit would occur on a 2, or on a 1.) If the to hit roll would be a 1 (that is, it would be an automatic hit), the target gets a saving throw vs. Death Ray/Poison to see if they can halve the damage from the blow. Weapons: Clerics of all orders are restricted from the use of weapons which are designed in such a way as to cause the spilling of blood. Clerics may not use edged weapons, including spiked or edged shields or armor. They also may not use pointed weapons, including pointed missile weapons. If a cleric employs a crossbow, they must fire stones or blunted bolts as missiles. Armor: Clerics may wear any armor, so long as it does not include spikes or cutting edges in its design. Points which are not designed for thrusting (e.g. the peak of a basinet-style helm) are O.K.

Saving Throws When struck by the following types of attacks, roll 1D20 to determine whether the full effect of the attack is taken by the character, or whether the effect is nullified or reduced as noted. Rolling the indicated number or higher results on no or reduced effects. Death Ray/ Stoning/ Dragon Staves, Rods, Level Poison Wands Paralysis Breath & Spells 1-4 11 12 14 16 15 5-8 9 10 12 14 12 9-12 6 7 9 11 9 13+ 3 5 7 8 7 On Save: No Effect 1/2 No Effect 1/2 No Effect for for Ray, 1/2 Damage Damage Spells, 1/2 Damage Damage for Staffs, for Poison Rods Resurrection: When an attempt is made to resurrect a character, the given value or lower must be rolled on percentile dice for the resurrection to be successful. A character can only be resurrected a number of times equal to their constitution using normal resurrection spells. Constitution: 3-6 7-10 11-12 13-14 15 16 17 18 19+ 30% 50% 75% 85% 90% 95% 98% 99% 100% Cleric Class Abilities Turning Undead As an action during their turn in combat, a cleric may attempt to turn away undead creatures, forcing them to flee, or in some cases to be destroyed (dispelled.) Undead which are successfully turned will flee for 2D6 combat rounds (2-12 minutes.) After that time, the dungeon master may make a reaction roll to see if the undead seek to return to seek the cleric (an aggressive reaction is obtained on the reaction roll.) It is worth bearing in mind that undead which have been turned will still be somewhere about, possibly to be encountered again, if they have net been dispelled by the cleric. Cleric Turning/Dispelling Undead Matrix Undead Creature Hit Dice Cleric Level 1/2 1 2 3 4 5 6 7-9 10-12 1 Acolyte 7 9 11 - - - - - - 2 Minister T 7 9 11 - - - - - 3 Deacon T T 7 9 11 - - - - 4 Vicar D T T 7 9 11 - - - 5 Curate D D T T 7 9 11 - - 6 Bishop D D D T T 7 9 11-7 Cardinal D D D D T T 7 9 11 8 Patriarch D D D D D T T 7 9 9 D D D D D D T T 7 10 D D D D D D D T T Numbers on the table are the numbers which must be matched or exceeded on a roll of 2D6 in order to turn away up to 2D6 undead creatures. T indicates that the cleric turns 2D6 undead creatures of the indicated hit dice at will. D indicates that the cleric dispels (destroys) 2D6 undead creatures of the indicated hit dice at will. - indicates that any attempt to turn undead will have no effect on undead creatures of these numbers of hit dice.

Spell Casting Spells: Clerics have access to all cleric spells of the spell levels which their experience level allows them to cast. Clerics may cast up to the number of spells at each level available to them at their experience level each game day. Casting: To have a cleric cast a spell, the player announces that the character is casting a spell and names the spell when that character is able to act. Once the dungeon master acknowledges that the spell is being cast, the player marks off the casting of a spell of the level of the spell for that day. If desired, the player may have the character cast a lower level spell in place of a higher level spell. For example, if the player wishes to have the character cast a first level spell, but has already cast as many first level spells as they are allowed for that day, they may cast the first level spell in place of a second or higher level spell, striking off the casting of a spell of the higher level when they cast the first level spell. The spell is considered cast even if it fails in its effects. Spells Available: Clerics have the following spells available each day at their level of experience: Level/Title Can memorize this number of spells of spell level: 1 2 3 4 5 6 7 1 Acolyte 3 2 Minister 3 3 Deacon 3 1 4 Vicar 3 2 5 Curate 4 2 1 6 Bishop 4 2 1 1 7 Cardinal 4 3 2 1 1 8 Patriarch 4 3 2 2 1 9 5 3 3 3 2 10 5 4 3 3 3 11 5 4 4 3 3 12 5 4 4 4 4 1 13 6 5 5 4 4 1 14 6 5 5 5 5 2 15 6 6 6 6 6 2 16 6 6 6 6 6 3 17 7 7 7 6 6 3 1 18 No further advancement in spells (Levels past 10-11 are included primarily for use with non-player characters, most player characters will not proceed far past Patriarch before retirement. )

Cleric Advancement The prime requisite of a cleric is wisdom. Clerics receive the following bonuses for prime requisite scores above 12: 13-14: 5% Bonus, 15+: 10% Bonus. This means that for all experience gained, an additional amount of experience equal to 5 or 10% of the experience gained is added to that amount (there is no bonus on experience bonuses, naturally.) Level Standard Title Experience Points Required Hit Dice 1 Acolyte 0 (8 Hit Points) 2 Minister 1,500 add 1D6 hit points per level 3 Deacon 3000 4 Vicar 6,000 5 Curate 12,000 6 Bishop 25,000 7 Cardinal 50,000 8 Patriarch 100,000 Each Additional Level +150,000 +1 hit point per additional level Class Restrictions Tithes The cleric will be required to pay a tithe to an institutional power within their order. The tithe will be 10% of all increase in the cleric s material wealth. This includes the value of any objects which the cleric obtains, estimated to the best of their abilities, as well as the value of any money they obtain. This institution will typically be headed by a Bishop or higher power. Any expenses incurred in paying the tithe are expected to be borne by the cleric. Likewise, any further use of funds by the cleric for the sake of the works of the sect are expected to be paid by the cleric out of their own money after the payment of the tithe, the tithe amount will not be reduced. If the cleric s sect does not have an established institution to which payments can be made, the tithe will be set aside by the cleric for the work of establishing an institution, either of their own or by another superior member of their order if their work will result in the earlier establishment of an institution. The cleric will not at any time dip into this fund, and in fact will often place it under the control of a trusted authority to prevent any temptation to do so. The only time they would spend the money themselves would be when establishing a stronghold to which at least half of the stronghold s facilities are dedicated to the uses of their order. Otherwise, they will save the money until they can turn it over to another member of their order establishing an institutional facility for their order. Clerics who fail to pay their tithe will begin to lose their spell-casting powers. Tithe payments must be both full and timely. If the cleric fails to pay long enough that they lose all powers, they will not only need to pay restitution of tithes not paid but an additional 5% toward welfare funds of their sect, while continuing to pay current tithes. Typically orders will desire payments of 50% of all of a cleric s income toward restitution and additional welfare donations until full restitution has been made. Once restitution payments are in progress, the cleric will receive half of their normal spell-casting power, and will receive full powers once both full restitution has been made and a quest of penance has been completed. As a general guide, typically the loss of powers will begin to occur after tithes have been left unpaid for one full month of game time, and all powers will be lost when tithes are four months in arrears, with a loss of about 1/3 of all spell-casting ability for each month that tithes are unpaid. Alignment A cleric who performs an act that goes against their alignment, either on purpose or as a result of being under control or compulsion, must perform an act of penance or lose levels as a cleric or lose their class, becoming a fighter of lower level. Normally, a cleric will immediately lose a level of ability, and have until they raise another level to complete their penance. Penance must provide full restitution to the injured parties to the best of the cleric's ability, or some proxy if this cannot be done (e.g. those in similar circumstances.) Restitution includes both services and material

acts of restitution, as well as self-denial of the cleric's own desires. The cleric may accept assistance from their party members if this is freely offered, but may not request it, and will be obligated to repay any debts so incurred in a material form by giving up all personal gain until twice the initial value is repaid. See the Ranger description for further guidelines on violations of alignment and restitution. If the cleric does not perform restitution, they will become a fighter 1 level lower than the level at which the infraction occurred. Keeps and Retainers At or above 8th level, the cleric character may establish a stronghold or an institution dedicated to the supernatural power which they serve. If they dedicate at least half the space within the stronghold to uses of their order (offices, chapels or other sites for services, granaries/storehouses, etc.) then they will receive donations to pay for half the construction of the stronghold either through payments from others within their order or who have been served by their order, or through other means, perhaps supernatural or miraculous. If they do this, and at any time they fail to maintain at least half of their facilities in the use of their order, ill effects will befall them until they correct the situation. This includes the possible loss of supernatural spell-casting powers, inability to use or be affected by beneficial magic items of supernatural nature or by the supernatural spells of others, as well as other effects that may range from really bad luck to natural disasters to a visitation by an angry gawd. If they pay for the stronghold entirely out of their own funds, they are still expected to spend 10% of the total cost on a publicly accessible institution for their order, either part of the main stronghold or outside it but within the range of its protection. They will also be expected to provide basic board for 3 clerics serving in the institution, one of level 4 or higher. The cleric may nominate clerics to serve in this institution, but they must be accepted by the central authorities of the cleric's order. They will independently receive and administer the tithes paid to that institution. Their priorities for the use of the tithes will first be assistance to unusual needs of local poor, bereaved, or otherwise destitute. Second, to performance of services to the local community of followers, including providing casting costs of spells provided as service, offerings of food, etc. Third, to the maintenance of their facilities. Fourth, to providing for their own material needs. Once these needs have been met, any excess is turned over to the cleric character who owns the stronghold. The character will then be expected to turn over 10% of that, at least, to higher authorities within their order. Of the remainder, it is expected that most or all will be spent on material improvements to the facilities provided for their order, including upgrades to the order's building, road improvement, hiring of ushers and other workers to serve those who come to services there, and so on. Depending upon the size and accessibility of the worship facility provided, the local population, and any other factors the DM wishes to consider, the size and nature of the congregation, plus any specific servants or followers that the cleric may attract, may be determined in any fashion that suits the DM.