Cleric

Class Description

Clerics are human characters who have devoted themselves to religious service.

In exchange for taking vows to uphold their religion’s principles and tenets and to never use bladed weapons, clerics gain the ability to drive away or even destroy undead creatures; and to cast clerical spells.

Depending on the particular religion the cleric follows, the cleric may worship one or more gods—or even an entire pantheon of gods. Other religions involve the worship of abstract concepts such as “fire” or “good”, or involve the worship of ancestral or other spirits. Yet other religions are based on abstract philosophies.

Regardless of the type of religion, the powers wielded by a cleric are actually provided by an individual Immortal. It is up to the Game Master to determine the exact details of the religion and what role the Immortal plays in it. Commonly this role will be as an intermediary, servant or messenger of the god(s) that the cleric worships.

With the Game Master’s permission, it is even possible for a cleric to be completely non-religious—having been given clerical power by an Immortal as part of some other more business-like arrangement.

Within an adventuring party, clerics tend to operate in a support role. Their spells emphasise healing and protection rather than flashy attacks.

Equipment Restrictions

Clerics may wear any armour or shield, but may only use blunt weapons.

Cleric abilities by level

Spells per day by spell levelSaving Throws
LevelExperienceHit DiceBase Attack BonusSkillsWeapon Feats1234567Death Ray / PoisonMagic WandsParalysis / PetrifyBreath WeaponRod / Staff / Spell
101d6142-------1112141615
215002d61421------1112141615
330003d61432------1112141615
460004d624321-----1011131514
5120005d625322-----1011131514
6250006d6354221----910121413
7500007d6354322----910121413
81000008d64543321---89111312
92000009d64653332---89111312
103000009d6+156544321--78101211
114000009d6+256644332--78101211
125000009d6+3666444321-7891110
136000009d6+4676554322-6791110
147000009d6+5776555332-678109
158000009d6+6777655333-678109
169000009d6+7877655443-67798
1710000009d6+8887665443157798
1811000009d6+9987665443257687
1912000009d6+10987765444257687
2013000009d6+111087765444356676
2114000009d6+121097765554346576
2215000009d6+131197765554445565
2316000009d6+141198776654445565
2417000009d6+151298876655445555
2518000009d6+1612108876655534454
2619000009d6+1713108877665534444
2720000009d6+1813108887666534444
2821000009d6+1914108887776534444
2922000009d6+2014118887776623333
3023000009d6+2115119888777623333
3124000009d6+2215119888887623333
3225000009d6+2316119988887723333
3326000009d6+2416129998888722222
3427000009d6+2517129999888822222
3528000009d6+2617129999998822222
3629000009d6+27181210999999922222

Hit Points

Clerics gain 1d6 hit points per level of experience until 9th level. They add their Con bonus to each of these rolls. After 9th level, clerics gain 1 hit point per level and do not add additional Con bonuses (but do retain the bonuses to previous rolls).

Base Attack Bonus

A cleric’s attack bonus is based on their level. See Chap- ter 10: Combat for details of how this translates into to-hit numbers for dif- ferent armour classes.

Skills

A cleric starts with 4 skill points plus extra points equal to their Int bo- nus. These points can be used on the same skill or different skills. Clerics gain more skill points as they rise in level. See Chapter 5: Skills for the list of available skills.

Weapon Feats

Clerics start with two weapon feats, which must be spent immediately on basic proficiency with two different weapons. See Chapter 6: Weapon Feats for a description of how weapon feats work. Clerics gain more weapon feats as they rise in level, but these weapon feats can not be spent immediately upon gaining the level. See Chapter 11: Gaining Experience for further details.

Spells

Starting at 2nd level, clerics can cast clerical spells. See Chapter 7: Spells for detailed descriptions of these spells. Providing a cleric has had a good night’s sleep (8 hours), they can spend an hour meditating and/or performing religious rites after waking up in order to gain spells for the day as indicated on table 4-2.

Every cleric has access to all cleric spells of levels they can cast, and chooses freely which ones to prepare each day within the limits of the num- bers shown on table 4-2. Each prepared spell can be cast once during the day, and if a cleric wishes to cast a spell more than once then they must prepare the spell more than once, taking up multiple spell slots of the spell’s level.

Some clerical spells are reversible. These spells can be reversed in order to have an effect opposite to the normal effect of the spell. A cleric chooses whether or not to reverse the spell at the time of casting, not at the time of preparation. Clerical spells are always prepared in their normal form.

See Chapter 7: Spells for more informa- tion on spells and spell casting.

Turning Undead by Cleric Level

LevelSkeletonZombieGhoulWightWraithMummySpectreVampirePhantomHauntSpiritNightshadeLichSpecial
17911-----------
2t7911----------
3tt7911---------
4dtt7911--------
5ddtt7911-------
6dddtt7911------
7ddddtt7911-----
8dddddtt7911----
9ddddddtt7911---
10ddddddtt7911---
11Dddddddtt7911--
12Dddddddtt7911--
13DDddddddtt7911-
14DDddddddtt7911-
15DDDddddddtt7911
16DDDddddddtt7911
17DDDDddddddtt79
18DDDDddddddtt79
19DDDDddddddtt79
20DDDDddddddtt79
21DDDDDddddddtt7
22DDDDDddddddtt7
23DDDDDddddddtt7
24DDDDDddddddtt7
25XDDDDDddddddtt
26XDDDDDddddddtt
27XDDDDDddddddtt
28XDDDDDddddddtt
29XXDDDDDdddddtt
30XXDDDDDdddddtt
31XXDDDDDdddddtt
32XXDDDDDdddddtt
33XXXDDDDDddddtt
34XXXDDDDDddddtt
35XXXDDDDDddddtt
36XXXDDDDDddddtt

Turn Undead

Clerics have the ability to channel divine power from their patron in order to drive away or even destroy undead creatures such as zom- bies or vampires.

When your cleric tries to turn undead, you must first decide which undead you are targeting. If you are facing a mixed group of undead you can only turn one type of undead each round.

Once you have decided which undead you wish to attempt to turn, consult table 4-2b and compare your cleric’s level with the type of undead that you are trying to turn. The entry in the table will indicate the level of success, as follows:

‘-’ —You are not powerful enough to turn this type of undead.

Base Attack Bonus

A cleric’s attack bonus is based on their level. See Chap- ter 10: Combat for details of how this translates into to-hit numbers for dif- ferent armour classes.

Skills

A cleric starts with 4 skill points plus extra points equal to their Int bo- nus. These points can be used on the same skill or different skills. Clerics gain more skill points as they rise in level. See Chapter 5: Skills for the list of available skills.

Weapon Feats

Clerics start with two weapon feats, which must be spent immediately on basic proficiency with two different weapons. See Chapter 6: Weapon Feats for a description of how weapon feats work. Clerics gain more weapon feats as they rise in level, but these weapon feats can not be spent immediately upon gaining the level. See Chapter 11: Gaining Experience for further details.

Spells

Starting at 2nd level, clerics can cast clerical spells. See Chapter 7: Spells for detailed descriptions of these spells. Providing a cleric has had a good night’s sleep (8 hours), they can spend an hour meditating and/or performing religious rites after waking up in order to gain spells for the day as indicated on table 4-2.

Every cleric has access to all cleric spells of levels they can cast, and chooses freely which ones to prepare each day within the limits of the num- bers shown on table 4-2.

Each prepared spell can be cast once during the day, and if a cleric wishes to cast a spell more than once then they must prepare the spell more than once, taking up multiple spell slots of the spell’s level.

Some clerical spells are reversible. These spells can be reversed in order to have an effect opposite to the normal effect of the spell. A cleric chooses whether or not to reverse the spell at the time of casting, not at the time of preparation. Clerical spells are always prepared in their normal form. See Chapter 7: Spells for more informa- tion on spells and spell casting.

Turn Undead

Clerics have the ability to channel divine power from their patron in order to drive away or even destroy undead creatures such as zom- bies or vampires.

When your cleric tries to turn undead, you must first decide which undead you are targeting. If you are facing a mixed group of undead you can only turn one type of undead each round. Once you have decided which undead you wish to attempt to turn, consult table 4-2b and compare your cleric’s level with the type of undead that you are trying to turn. The entry in the table will indicate the level of success, as follows:

‘-’ —You are not powerful enough to turn this type of undead. ‘11’—Roll 2d6. Your attempt at turning the undead will be successful if you roll an 11 or higher. If the roll fails, you will not be able to try to turn these same undead again during this fight.

If the roll succeeds then roll 2d6 to see how many of the undead are affected. Targeted undead with a total number of hit dice equal to this roll will be turned, with the exception that at least one undead will always be affected even if it has more hit dice than the roll.

‘9’—Roll 2d6. Your attempt at turning the undead will be successful if you roll a 9 or higher. If the roll fails, you will not be able to try to turn these same undead again during this fight.

If the roll succeeds then roll 2d6 to see how many of the undead are affected. Targeted undead with a total number of hit dice equal to this roll will be turned, with the exception that at least one undead will always be affected even if it has more hit dice than the roll.

‘7’—Roll 2d6. Your attempt at turning the undead will be successful if you roll a 7 or higher. If the roll fails, you will not be able to try to turn these same undead again during this fight.

If the roll succeeds then roll 2d6 to see how many of the undead are affected. Targeted undead with a total number of hit dice equal to this roll will be turned, with the exception that at least one undead will always be affected even if it has more hit dice than the roll.

‘t’—Your attempt at turning the undead automatically succeeds. Roll 2d6 to see how many undead are affected.

Targeted undead with a total number of hit dice equal to this roll will be turned, with the exception that at least one will always be affected even if it has more hit dice than the roll.

‘d’—Your attempt at turning the undead is automatically successful, and will destroy the undead rather than simply turning them. Roll 2d6 to see how many of the undead are affected.

Targeted undead with a total number of hit dice equal to this roll will be destroyed, with the exception that at least one undead will always be affected even if it has more hit dice than the roll.

‘D’—Your attempt at turning the undead is automatically successful, and will destroy the undead rather than simply turning them. Roll 3d6 to see how many of the undead are affected.

Targeted undead with a total number of hit dice equal to this roll will be destroyed, with the exception that at least one undead will always be affected even if it has more hit dice than the roll.

‘X’—Your attempt at turning the undead is automatically successful, and will destroy the undead rather than simply turning them. Roll 4d6 to see how many of the undead are affected.

Targeted undead with a total number of hit dice equal to this roll will be destroyed, with the exception that at least one undead will always be affected even if it has more hit dice than the roll.

Undead that have been turned will be compelled to flee from the cleric as fast as they are able for at least five minutes.

If cornered during this time, they will cower and be unable to make any kind of attack, although intelligent undead may use whatever defensive powers they possess in order to protect themselves. The bodies of undead that have been destroyed will crumble to a fine ash, and incorporeal undead will fade away to nothing.

Some particularly powerful undead might have ways of resisting being turned, and a powerful master may be able to protect their minions making them harder to turn.

Example: Elfstar the second level cleric is facing a pack of zombies. On her action she decides to use her turn undead ability rather than attacking with her mace.

Elfstar’s player announces that she is targeting the zombies with her turn attempt, and looks on her character sheet (onto which she has copied the relevant information from table 42).

This shows a ‘7’, so she needs to roll 2d6 and get a 7 or higher to successfully turn the zombies. She rolls the dice and gets a 10—success!

Elfstar’s player now rolls 2d6 a second time to see how many zombies Elfstar has just turned. She rolls a 9. Since zombies have two hit dice each, Elfstar has successfully turned four of the zombies (a total of 8 hit dice). She cannot turn a fifth one, since that would be a total of 10 hit dice which is higher than her roll of 9).

Saving Throws

Clerics make saving throws using the target difficulties listed on table 4-2.

Druidic Vows

When a cleric with a neutral alignment reaches 9th level or higher, they may decide to take druidic vows.

Taking druidic vows means that a cleric no longer gains their powers through a specific Immortal, but gains them directly from nature itself. It is up to the Game Master to determine what the attitude of the cleric’s religion (both the mortal church and whatever supernatural entities are involved) is to this change, although that attitude should not come as a surprise to the cleric. More importantly, the player should be informed of this attitude at character creation when picking a religion for their cleric.

Taking druidic vows requires a deep commitment on the part of the cleric, and the cleric must seek out an existing druid and undergo a period of initiation with them lasting from 1-4 months.

Once the initiation is finished, the cleric becomes a druid. Druidic society has no hierarchy or structure and each druid is effectively their own master, doing as they think right.

The druidic philosophy is primarily concerned with protecting nature from corruption and destruction.

As such, druids live apart from civilisation, often in woodland areas but occasionally in mountains or desert regions.

Although there are occasional extremists who seek to kill or drive off all those who intrude on their protected areas, most druids are pragmatic in their protection.

They will not hinder those who travel through or even hunt in their realms— providing such travel or hunting is done responsibly. However, they do oppose the encroachment of farmland and cities into their realm, as well as protecting it from unnatural creatures.

Druids shun all technology, and do not like to use manufactured items. Most will reluctantly use money on occasion, but will generally prefer to barter for what few goods they use and for their services.

In general, druids will keep on friendly terms with people who live around (or even in) their lands; helping and protecting them in exchange for their keeping respectful of nature.

In game terms, becoming a druid has the following effects:

Equipment Restrictions

Druids’ distaste for manufactured and refined goods makes them unable to wear metal items or use metal weapons. They may only use weapons and shields made of wood and/or natural stone, and may only use leather armour.

Spells

Druids continue to cast spells as other clerics do. However, their spell list is slightly different to that of other clerics.

Druids have four extra druid-only spells available to them at each spell level. Note that these are extra spells available to be prepared, not extra spells per day. A druid can only prepare as many spells per day as any other cleric of the same level can—they just have a wider selection of spells to choose from when doing so.

Turn Undead

Clerics who take druidic vows lose the ability to turn undead.