|
The cleric is a generic priest (of any mythos) who tends to the spiritual needs of a community. He is both protector and healer. He is not purely defensive, however. When evil threatens, the cleric is well suited to seek it out on its own ground and destroy it. Each cleric must also pick a deity that they worship. The choice of deities is dependent on the cleric's alignment and once chosen, the cleric will have access to a number of special abilities and spells related to their deity.
Important Attribute(s): Wisdom, Charisma
Hit Points per level: 1d8
Class Features: Turn Undead, Spell Casting
Advantages:
- Proficient with all simple, light, medium and heavy armor, as well as shields.
- Ability to cast powerful defensive and healing spells.
- Ability to Turn Undead. When this power is invoked, the cleric attempts to use the power of his or her patron deity to either terrify (if good or neutral) or control (if evil) a group of undead. The higher the cleric's level and charisma are, the greater his or her chance of success is.
- Clerics receive special powers and spells from their deity.
- Spontaneous Casting: Clerics can convert their spells to cure (if good or neutral) or inflict (if evil) spells of the nearest level when a player shift-clicks on a spell at the time of casting. The spell clicked is immediately removed from the character's memorized list and cast as the nearest cure or inflict spell of the same level. If no cure or inflict spell is available for that level, the highest spell under the converted spell level is used.
A cleric must select a specific deity that he or she will follow (more info on each deity can be found on the navigation bar to the right). Depending on which you choose, you will gain two special advantages and access to domain spells. Domain spells are a special set of spells. For every cleric spell level the character can cast, he or she may cast one domain spell per day, from a list of two per spell level.
|
|
|