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Cleric Character Class

Clerics worship a deity and cast divine magic.

 

Martial training: Choose one ability off the fighter martial training list. You are considered an expert when you use this ability.

 

Deity: You are the servant and worshiper of a deity. In return your deity grants you divine magic. You possess a holy symbol of your deity which assists you in casting spells. Name your deity and choose three domains which are the main areas of power and focus that your deity has (a list of possibilities is given below). If you ever violate any of your deity’s core values they will no longer grant you magic until you make sufficient amends to satisfy them.

  • Air
  • Agriculture
  • Animals
  • Art
  • Beauty
  • Birth
  • Chaos
  • Charity
  • Cities
  • Civilization
  • Community
  • Communication
  • Culture
  • Craft
  • Creation
  • Culture
  • Darkness
  • Death
  • Desert
  • Destruction
  • Earth
  • Emotion
  • Family
  • Fate
  • Fire
  • Forest
  • Generosity
  • Glory
  • Healing
  • Helping others
  • Honor
  • Justice
  • Knowledge
  • Lakes
  • Law
  • Liberation
  • Light
  • Love
  • Luck
  • Magic
  • Monsters
  • Moon
  • Mountains
  • Mystery
  • Nature
  • Ocean
  • Plains
  • Plants
  • Pleasure
  • Protection
  • Rain
  • Rivers
  • Secrets
  • Sexuality
  • Sky
  • Stars
  • Storms
  • Strength
  • Sun
  • Travel
  • Trickery
  • Underground
  • Victory
  • War
  • Water
  • Weather
  • Wisdom

 

Divine magic: You are able to cast divine spells. Choose three areas of magical expertise off the following list. In order to cast your divine magic as an expert you must touch or present your holy symbol. As long as you are able to do this you are considered an expert when casting you chosen types of divine magic. You can attempt other kinds of magic off the list, but are not considered an expert while doing them. These abilities are used by rolling mind.

  • Healing and restoration: You can create magical healing effects. Possibilities include mending wounds, curing poisons, removing curses, and healing those diseases which can be healed by magic.
  • Harm and affliction: You can create magical harms affects. This is the opposite of healing. Possibilities include causing wounds, poisoning, inflicting curses, and infecting others with disease.
  • Enhance: You can create magical effects that enhance the abilities of others. Possibilities include increasing their size, strength, dexterity, intelligence, wisdom, ability to attack, ability to defend, and ability to use a skill. When you cast this pick a specific thing that you are enhancing. Depending on the situation these magical effects may be considered preparation or helping. This magic can also be used to remove the enhancements of others.
  • Diminish: You can create magical effects that diminish the abilities of others. Possibilities include diminishing their size, strength, dexterity, intelligence, wisdom, ability to attack, ability to defend, and ability to use a skill. When you cast this pick a specific thing that you are enhancing. This magic can also be undo the diminishing of others.
  • Protection: You can create magical effects that protect people. Possibilities include purifying food and water, increasing endurance, creating a sanctuary, shielding non-combatants from harm, granting resistance to one type of damage (such as poison or fire), and defending others against mental or emotional manipulation. Depending on the situation these magical effects may be considered preparation or helping. You can also use this magic to reduce or remove protections of others.
  • Commune: You can connect to your deity, their servants, or domains to gain knowledge. Note that your deity isn’t all knowing and the information you gain might not always be clear or specific. You are most likely to gain clear, useful information when what you are asking involves one of your deity’s domains. Possible questions include asking whether or not your deity approves of a certain action, asking for immediate guidance, and asking for knowledge of past or future events.
  • Necromancy: You can use your magic to interact with the dead. Possibilities include speaking with the dead, controlling mindless undead, influencing thinking undead, healing undead, harming undead, creating undead, and destroying undead.
  • Summoning: You can summon beings from other planes to act on your behalf for a period of time. They will fight and accomplishing other tasks you designate to the best of their ability. Keep in mind that these creatures still maintain their own natures and desires; they can take actions that do not directly harm you or contradict your instructions if given the opportunity. The beings you can summon include animals, magical creatures, elementals, angels, and demons. If the summoned being is killed on this plane they simply return to their home plane. This magic can also be used to return summoned creatures to wherever they came from.
  • Magic analysis: You can use your magic to directly sense and understand and remove the magic of others. Possibilities include detecting magic, identifying the functions of magic items, counterspelling, analyzing the properties of ongoing magical effects, and dispelling ongoing magical effects.
  • Domain magic: Choose a magical ability associated with one of you deity’s domains off the mage magical training list, the druid training list, or create your own.
  • Supernatural warrior: You are filled with a supernatural power. Three times a day this power allows you to ignore the limitation of a martial ability (for example, you may use unarmed combat on an armored opponent with no vulnerable areas, trip a creature that has no legs, wrestle a ridiculously large opponent, or wield a weapon made of pure supernatural power). You may take this ability twice.
  • Skillful: Choose two additional skills off the skills list.
  • Arcane training: Choose a magical ability off of the mage arcane training list. In order to use this magic you must also choose a magical limitation. This ability is used by rolling mind (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Martial training: Choose a physical ability off the fighter martial training list. This ability is used by rolling body (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Performer: Choose an ability off the bardic training list. If you choose magical performance, you also gain the bardic performance ability (including the accompanying items) with the exception that you do not gain the performance skill. This ability is used by rolling mind (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Natural sympathy: Choose an ability off the druid training list. This ability is used by rolling mind (unless otherwise stated in the ability). If it is a magical ability, your magic has the same limitation as druid magic (you gain the required symbol or object to cast spells as an expert). You may take this ability twice if you desire.
  • Disreputable: Choose an ability off the rogue training list. This ability is used by rolling body (unless otherwise stated in the ability). You may take this ability twice if you desire.

 

Cleric skills: All clerics have the religion knowledge skill. Choose another skill off the skills list. This is in addition to the skills you choose in step six of character creation.

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