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Cleric
Religion is impossible to ignore in a world where the gods are constantly making their presence known. Through good and bad deeds they manage to attract followers from abroad. With widespread churches comes the need for religious leaders. Those who take up the call are known as clerics. These men and women are highly devoted to their patron god. Devoting their entire life to service, in return their god grants them with certain spell casting abilities. After time, an aura of holiness begins to surround these people and others can hardly avoid respecting them.


Prime Requisite: Wisdom
Minimum Score: None
Experience Bonus: 5% for Wisdom 13-15, 10% for Wisdom 16-18.
Hit Dice: 1d6 per level up to 9th level. Starting with 10th level, +2 hit points per level, and Constitution adjustments no longer apply.
Maximum Level: 36
Armor: Any; shields allowed.
Weapons: All except edged or pointed weapons.

Special Abilities:
  1. Clerics may attempt to Turn Undead (force undead creatures to flee or be destroyed) with their unshakable faith. The undead simply can not stand the aura a true cleric emits. The rules for this abilty can be found in the rulebook.
  2. Clerics may cast and memorize Clerical Spells as indicated in the rulebook. They are unable to cast at first level since they must first prove themselves to their patron god.
Other Details:
Clerics use the cleric experience, thaco, saving throw, and weapon mastery charts.


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