Cleric

Clerics may wear any type of armor, including magical types, but may only use blunt weapons (magical or non-magical). A typical
weapon for this class would be a mace or quarterstaff. Their beliefs restrict Clerics from using any weapon that draws blood, such as a sword, although evil Clerics can employ edged weapons without suffering the wrath of their god. A good or lawful Cleric who ignores this will suffer a –2 to hit and damage rolls. His god may also punish his follower by not granting him any spells to cast. Of course, the GM can apply whatever punishment he feels the character should receive based upon the actions taken.

Clerics can cast spells, but their spells and the way they are cast differ from those of Magic-Users. A Cleric has a choice of serving a god of good, a god of evil or a god that is neutral. The player must decide this upon creating the character, as a cleric’s magic comes directly from his god. At 1st level a Cleric starts with no spells. Upon reaching 2nd level he is granted his first spell. As Clerics gain in levels they obtain more spells. Some spells may differ in effect depending on the alignment of the Cleric.

Experience Per Level

Level

1

2

3

4

5

6

7

8

9

10

11

12

Experience

0

1900

3800

7600

15200

30000

60000

120000

240000

340000

440000

550000

Hit Dice

1

2

3

4

5

6

7

8

9

10

11

12

Spells Per Level

Level

1

2

3

4

5

6

7

8

9

10

11

12

1

1

2

2

2

2

2

3

3

3

4

4

2

1

2

2

3

3

3

3

4

4

3

1

2

2

3

3

3

3

4

4

1

2

2

3

3

4

5

1

2

2

Undead Turning Per Level

When a good or lawful Cleric presents the symbol of his god, he may be able to turn away the undead. A successful turning causes these to flee the vicinity. To accomplish this task, the player must roll 2d6 on the following table.

  • N: Some undead are too powerful for lower level Clerics to be able to turn at all.
  • 7/9/11: If the cleric rolls this number or higher, the undead will flee for an equal number of rounds. If he should happen to fail the roll, the undead will be unaffected and focus their ire on the Cleric who annoyed them.
  • T: As the Cleric gains levels, his turning power also increases and those undead that he once had to roll for now will automatically be turned for 12 turns, plus the level of the Cleric.
  • D: Very powerful Clerics can destroy 2d6 undead at the wave of a hand and holy symbol. Clerics of 10th level and above destroy all types of undead.

Type

Skeleton

Zombie

Ghoul

Wight

Wraith

Mummy

Spectre

Vampire

1

7

9

11

N

N

N

N

N

2

T

7

9

11

N

N

N

N

3

T

T

7

9

11

N

N

N

4

D

T

T

7

9

11

N

N

5

D

D

T

T

7

9

11

N

 

Type

Skeleton

Zombie

Ghoul

Wight

Wraith

Mummy

Spectre

Vampire

6

D

D

D

T

T

7

9

11

7

D

D

D

D

T

T

7

9

8

D

D

D

D

D

T

T

7

9

D

D

D

D

D

D

D

T

 

Controlling the Undead

An evil or neutral-aligned Cleric can decide between either turning/destroying undead like a good Cleric, or he can bind them into his service. He make pick either one or the other, but once made (at character creation) the decision cannot be reversed. The Cleric’s Charisma score determines how many he can have under his control at once.

Charisma

Undead

3-13

5

14

6

15

7

16

8

17

9

 

Charisma

Undead

18

10

 

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