Classes: Cleric





  • Cleric

    Stage: Common

    Usable Weapons: Flail (Any), Hammer (Any), Mace (Any), Sling (Staff), or Staff.
    Cleric Spell Spheres of Influence: Atmosphere, Battle, Biosphere, Divination, Elemental, Enchantment, Guardian, Healing, Necromancy, Sight, Time

    Clerics are the ministers of healing, devotees and acolytes of a particular deity whose alignment they share. Because of the great difference in religions, worship of gods known and unknown, each cleric's purpose differs. There are clerics who follow a god of obedience, taking the law as the word of their god. There are those who follow gods of the elements, seeking harmony between man and nature. Those who follow a benign deity mend the damage done by evil, and those who follow evil destroy the healing done by good.

    Alignment: Any
    Social Class: Any
    Initial Funds: 140 gp

    Minimum Abilities
    Wisdom: Average

    Statistics        Starting   Master
    Hit Points           15        20
    Spell Points          0        15
    To Hit               10         9
    To Cast               9         6
    Magical Save         15        13
    Tactical Save        12        12
    Armor / Speed       0/0       3/1
    

    Learnable Spells:

    • First Level: 4 Cleric
    • Second Level: 3 Cleric
    • Third Level: 3 Cleric

    Learnable Skills:

    • Armor Use (I)
    • Intuition (I, II)
    • Magical Training (I, II, III)
    • Shield Use (I)
    • Weapon Speed (I) for two weapon families
    • Weapon Training (I)
    • Weapon Use for one weapon family
    • 24 BP / 18 RP worth of custom skills

    Mastery Progression:



  • Priest

    Stage: Heroic

    Usable Weapons: Flail (Any), Hammer (Any), Mace (Any), Net (Weighted), Pole Axe (Any), Sling (Staff), or Staff.
    Cleric Spell Spheres of Influence: Atmosphere, Battle, Divination, Elemental, Enchantment, Guardian, Healing, Necromancy, Sight

    Priests are loyal adepts of their faith, commanding mysticism through their deity to spread his will across the realm. In exchange for their god's wisdom, they expect their followers to appropriate and praise him. If they witness a transgression, they are empowered by their god to cast a follower out from the faith.

    Alignment: Any
    Social Class: Any

    Minimum Abilities
    Wisdom: Average

    Statistics        Starting   Master
    Hit Points           20        30
    Spell Points         15        20
    To Hit                9         7
    To Cast               6         4
    Magical Save         13        12
    Tactical Save        12        11
    Armor / Speed       3/1       7/2
    

    Additional (Total) Learnable Spells:

    • First Level: 1 (5) Cleric
    • Second Level: 1 (4) Cleric
    • Third Level: 0 (3) Cleric
    • Fourth Level: 3 (3) Cleric
    • Fifth Level: 2 (2) Cleric

    Learnable Skills:

    • Armor Training (I, II)
    • Armor Use (II, III, IV)
    • Intuition (III)
    • Magical Training (IV, V)
    • Shield Use (II)
    • Stealth (I)
    • Weapon Speed (II) for two weapon families
    • Weapon Training (II, III)
    • 64 BP / 48 RP worth of additional custom skills (88 BP / 66 RP total)

    Mastery Progression:



  • Seer

    Stage: Heroic

    Usable Weapons: Flail (One-Handed), Hammer (One-Handed), Mace (One-Handed), Sling (Staff), or Staff.
    Cleric Spell Spheres of Influence: Atmosphere, Battle, Divination, Enchantment, Guardian, Healing, Necromancy, Sight, Time

    Seers, or soothsayers, seek the Enlightened Way by looking into the future. Eschewing blind faith, they complement their ability to see ahead with the wisdom to search for meaning in the past. Seers tends to be historians, scholars, and philosophers, moreso than any mage or druid, and they enjoy the company of bards. Their most powerful magic tampers with time, itself.

    Statistics        Starting   Master
    Hit Points           20        20
    Spell Points         15        30
    To Hit                9         8
    To Cast               6         3
    Magical Save         13        10
    Tactical Save        12        11
    Armor / Speed       3/1       3/1
    

    Additional (Total) Learnable Spells:

    • First Level: 2 (6) Cleric
    • Second Level: 2 (5) Cleric
    • Third Level: 1 (4) Cleric
    • Fourth Level: 3 (3) Cleric
    • Fifth Level: 2 (2) Cleric
    • Sixth Level: 2 (2) Cleric

    Learnable Skills:

    • Intuition (III, IV, V)
    • Magical Training (IV, V, VI)
    • Stealth (I)
    • Weapon Speed (II) for two weapon families
    • Weapon Training (II)
    • 64 BP / 48 RP worth of additional custom skills (88 BP / 66 RP total)

    Mastery Progression:



  • Druid

    Stage: Heroic

    Usable Weapons: Flail (Any), Hammer (Any), Mace (Any), Sling (Any), Spear (Any), or Staff.
    Cleric Spell Spheres of Influence: Atmosphere, Biosphere, Elemental, Guardian, Healing, Sight

    Druids are the symbiotic links to nature, friend of animals and plants, and those who care for them. They are custodians of the world, revering the land, the sea, and the sky as an omnipotent entity. They must see to its protection from disease and inhabitation, and use their magic to counter the cruel machinations of thinking beings. Unlike the ranger, who lives off the land and protects it, the druid treats it as kindred spirit.

    Alignment: Any Neutral
    Social Class: Any (Outcast)

    Minimum Abilities
    Wisdom: Average
    Charisma: Fair

    Statistics        Starting   Master
    Hit Points           20        20
    Spell Points         15        30
    To Hit                9         7
    To Cast               6         4
    Magical Save         13        11
    Tactical Save        12        11
    Armor / Speed       3/1       4/1
    

    Additional (Total) Learnable Spells:

    • First Level: 2 (6) Cleric
    • Second Level: 3 (6) Cleric
    • Third Level: 1 (4) Cleric
    • Fourth Level: 3 (3) Cleric
    • Fifth Level: 2 (2) Cleric
    • Sixth Level: 2 (2) Cleric

    Learnable Skills:

    • Ambidexterity (I)
    • Armor Training (I)
    • Armor Use (II)
    • Intuition (III, IV)
    • Magical Training (IV, V)
    • Stealth (I)
    • Weapon Speed (I) for one additional weapon family (three total)
    • Weapon Speed (II) for one weapon family
    • Weapon Training (II, III)
    • 64 BP / 48 RP worth of additional custom skills (88 BP / 66 RP total)

    Mastery Progression:



  • High Priest

    Stage: Ruling

    Usable Weapons: Flail (Any), Hammer (Any), Mace (Any), Net (Weighted), Pole Axe (Any), Sling (Staff), or Staff.
    Cleric Spell Spheres of Influence: Atmosphere, Battle, Divination, Elemental, Enchantment, Guardian, Healing, Necromancy, Sight

    High priests are the elder patriarchs of their faith, understanding their god through communion and prodigy. They preside over special events, act as councilors to local politics, and direct the priesthood beneath them. They establish temples and pastoral communities governed by and provided for by the priesthood.

    Statistics        Starting   Master
    Hit Points           30        30
    Spell Points         20        35
    To Hit                7         5
    To Cast               4         3
    Magical Save         12        10
    Tactical Save        11        11
    Armor / Speed       7/2       8/2
    

    Additional (Total) Learnable Spells:

    • First Level: 2 (7) Cleric
    • Second Level: 2 (6) Cleric
    • Third Level: 2 (5) Cleric
    • Fourth Level: 0 (3) Cleric
    • Fifth Level: 1 (3) Cleric
    • Sixth Level: 2 (2) Cleric
    • Seventh Level: 2 (2) Cleric

    Learnable Skills:

    • Armor Training (III)
    • Armor Use (V)
    • Intuition (IV, V)
    • Magical Training (VI)
    • Parry
    • Weapon Speed (I) for one additional weapon family (three total)
    • Weapon Speed (II) for one additional weapon family (three total)
    • Weapon Speed (III) for one weapon family
    • Weapon Training (IV, V)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Pious Knight

    Stage: Ruling

    Usable Weapons: Flail (Any), Hammer (Any), Mace (Any), Net (Weighted), Pole Axe (Any), Sling (Staff), or Staff.

    Pious knights are selfless warrior-priests, forbidden by their order to inflict death on another. Unlike the crusading paladin, pious knights contribute to the mutual defense of the region and its lesser peoples, seeking goodwill through their god's grace without need for glory. There is no particular hierarchy to the order of pious knights, although it employs spokesmen. Infrequently, this order convenes in secret to hold democratic meetings.

    Pious knights must follow a greater deity who is charitable and good, or they will forever lose their magic. In his name, they go to cure the
    sickness and sorrow of the people.

    Alignment: Any Good
    Social Class: Upper

    Minimum Abilities
    Strength: Tough
    Wisdom: Shrewd
    Constitution: Stable
    Charisma: Fair

    Statistics        Starting   Master
    Hit Points           30        35
    Spell Points         20        30
    To Hit                7         3
    To Cast               4         4
    Magical Save         12        11
    Tactical Save        11        10
    Armor / Speed       7/2       9/1
    

    Learnable Skills:

    • Armor Training (III)
    • Armor Use (V, VI)
    • Horsemanship (I, II, III)
    • Intuition (V)
    • Shield Training (I)
    • Strength (I)
    • Vital Strike (I)
    • Weapon Speed (III) for two weapon families
    • Weapon Training (IV, V, VI, VII)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 total)


  • Savant

    Stage: Ruling

    Usable Weapons: Flail (One-Handed), Hammer (One-Handed), Mace (One-Handed), Sling (Any), or Staff.
    Magic Spell Schools of Magic: Abjuration, Alteration, Divination, Enchantment, Illusion, Invocation, Necromancy

    Though the term has come to be synonymous with a scholar in modern diction, a savant is a person who studies both magic and religion, compounding lore both from book and prayer. Frequently mistaken for a sage by the peasantry for his learned status, a savant is rather a disciple of the learning process, not the knowledge, itself.

    Alignment: Any
    Social Class: Any

    Minimum Abilities
    Intelligence: High
    Wisdom: Shrewd

    Statistics        Starting   Master
    Hit Points           20        20
    Spell Points         30        60
    To Hit                8         6
    To Cast               3         2
    Magical Save         10         8
    Tactical Save        11        11
    Armor / Speed       3/1       3/1
    

    Additional (Total) Learnable Spells:

    • First Level: 4 (4) Magic, 0 (6) Cleric
    • Second Level: 4 (4) Magic, 0 (5) Cleric
    • Third Level: 4 (4) Magic, 0 (4) Cleric
    • Fourth Level: 3 (3) Magic, 0 (3) Cleric
    • Fifth Level: 3 (3) Magic, 0 (2) Cleric
    • Sixth Level: 0 (2) Cleric

    Learnable Skills:

    • Intuition (VI, VII)
    • Magical Training (VII)
    • Weapon Speed (I) for one additional weapon family (three total)
    • Weapon Speed (II) for one additional weapon family (three total)
    • Weapon Training (III, IV)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Oracle

    Stage: Ruling

    Usable Weapons: Bow (Any), Dagger, Dart, Flail (Any), Hammer (Any), Mace (Any), Net (Weighted), Sling (Any), or Staff.
    Cleric Spell Spheres of Influence: Atmosphere, Battle, Divination, Enchantment, Guardian, Healing, Necromancy, Sight, Time

    Oracles are prophets who speak the word of their god. Because of their proximity to the deity, they are sought after for supernatural consultation by less enlightened beings. Information is brought to the oracle through trances, speaking in tongues, and strange omens. Each oracle maintains a link to a god representing a feature of the mortal world, something mortal men seek to please and benefit from. For example, an oracle of the rain god might be consulted for agricultural advice, or beseeched for mercy to end the torrents that deluge the land. Oracles do not construct large temples or churches to their god, but set up modest shrines in remote areas, where followers may pilgrimage for advice.

    Alignment: Any Non-Evil
    Social Class: Middle-Upper

    Minimum Abilities
    Intelligence: Average
    Wisdom: Philosophical
    Dexterity: Average

    Statistics        Starting   Master
    Hit Points           20        25
    Spell Points         30        50
    To Hit                8         4
    To Cast               3         3
    Magical Save         10        10
    Tactical Save        11        10
    Armor / Speed       3/1       3/1
    

    Additional (Total) Learnable Spells:

    • First Level: 0 (6) Cleric
    • Second Level: 1 (6) Cleric
    • Third Level: 1 (5) Cleric
    • Fourth Level: 0 (3) Cleric
    • Fifth Level: 1 (3) Cleric
    • Sixth Level: 0 (2) Cleric
    • Seventh Level: 2 (2) Cleric

    Learnable Skills:

    • Archery (I)
    • Backstab (I, II)
    • Hiding in Shadows
    • Luck (I)
    • Stealth (I)
    • Vital Strike (I)
    • Weapon Speed (I) for two additional weapon families (four total)
    • Weapon Speed (II) for two additional weapon families (four total)
    • Weapon Speed (III) for two weapon families
    • Weapon Training (III, IV, V, VI)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Archdruid

    Stage: Ruling

    Usable Weapons: Bow (Short), Flail (Any), Hammer (Any), Mace (Any), Sling (Any), Spear (Any), or Staff.
    Cleric Spell Spheres of Influence: Atmosphere, Biosphere, Elemental, Guardian, Healing, Sight

    Continuing the druidic progression, archdruids govern the affairs of nature for a geological region (a major forest, mountain, lakeside, etc.). Typically, a deity that epitomizes his natural habitat becomes the subject of the archdruid's reverence. For example, the archdruid of a waterfall might venerate a god or spirit that embodies falling water, or rebirth. The archdruid of a mountain might venerate a god that embodies time, or strength.

    Alignment: Any Neutral
    Social Class: Any (Outcast)

    Minimum Abilities
    Wisdom: Sensible
    Charisma: Charismatic

    Statistics        Starting   Master
    Hit Points           20        30
    Spell Points         30        40
    To Hit                7         4
    To Cast               4         3
    Magical Save         11         9
    Tactical Save        11        10
    Armor / Speed       4/1       4/0
    

    Additional (Total) Learnable Spells:

    • First Level: 0 (6) Cleric
    • Second Level: 0 (6) Cleric
    • Third Level: 1 (5) Cleric
    • Fourth Level: 1 (4) Cleric
    • Fifth Level: 1 (3) Cleric
    • Sixth Level: 0 (2) Cleric
    • Seventh Level: 2 (2) Cleric

    Learnable Skills:

    • Armor Training (II)
    • Intuition (V, VI)
    • Magical Training (VI)
    • Shape Change (I)
    • Weapon Speed (I) for one additional weapon family (four total)
    • Weapon Speed (II) for three additional weapon families (four total)
    • Weapon Speed (III) for one weapon family
    • Weapon Training (IV, V, VI)
    • 128 BP / 96 RP worth of additional skills (216 BP / 162 RP total)


  • Beastmaster

    Stage: Ruling

    Usable Weapons: Flail (Any), Hammer (Any), Mace (Any), Net (Weighted), Spear (Any), Sling (Any), or Staff.

    Beastmasters are druids who have chose to abandon intelligent life for the sake of the natural creatures of their domain. Instead, they lend their powers to protect the ecosystem, and gain strength from it. Beastmasters typically choose one animal to identify with, using their druidic ability to shape change. Remaining for many years in this animal's shape, it becomes their normal form. Once this psychological and physiological transformation occurs, the only way to return to human form is to use their druidic powers to shape change.

    Alignment: Any Neutral
    Social Class: Lower-Middle (Outcast)

    Minimum Abilities
    Strength: Tough
    Wisdom: Average
    Constitution: Robust
    Charisma: Fair

    Statistics        Starting   Master
    Hit Points           20        35
    Spell Points         30        40
    To Hit                7         4
    To Cast               4         4
    Magical Save         11        11
    Tactical Save        11         9
    Armor / Speed       4/1       4/1
    

    Learnable Skills:

    • Ambidexterity (II)
    • Feint
    • Grappling (I, II)
    • Heightened Senses
    • Reaction Time (I)
    • Shape Change (I, II)
    • Strength (I)
    • Vital Strike (I)
    • Weapon Speed (II) for one additional weapon family (two total)
    • Weapon Training (IV, V, VI, VII)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)

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