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 Post subject: The Cleric
PostPosted: Tue Jan 22, 2013 3:32 am 
Caenyr Land Owner
Caenyr Land Owner

Joined: Tue Jul 29, 2008 12:07 pm
Posts: 250
Location: Sweden, CET/CEST
GSID: Heike_WoC
Name of Main PC: Helcârax Van Korp
The Cleric

Clerics act as intermediaries between the earthly and the divine. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures.

Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two clerical domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.

What is not emphasized in the above description is that fact that a Cleric is the only class that is the closest to being a Fighter/Magic-User without multiclassing. They have a huge range of spells, all of which are not effected by armor and so they can protect them selves in battle far better than other magic users. In addition they have very good hit points, the use of shields and some weapons. These special considerations shatter the stereotype of a Cleric as a priestly type in a long robe handing out alms for the poor. Players must also include the crusader in full plate as an archetype of a Cleric.

Requirements & Restrictions

Specialization: Must pick either Master of Battle, Master of Destruction or Master of Healing as their first domain to show what they specialize in. You cannot pick two specializations for domains.

Special: If you create your character as a first level cleric, please follow these guidelines.


Hit Die: d8
Skill Points: 2 + Int Modifier (x4 at 1st level)

Proficiencies: All simple weapons, all armor, and shields
Class Skills: Concentration, Heal, Hide, Lore, Parry, Persuade, Spellcraft
Spellcasting: Divine (more information about cleric spellcasting can be found here)

Making the best Cleric
To the Cleric Wisdom is the most important ability. Do not consider being a cleric just to make a good fighter as they are mighty fighters indeed, but can never match the class Fighter. The big advantage of being a Cleric is being to access a selection of very powerful spells and the ability to turn Undead. For that you need to spend some of creation points on raising your Wis as much as you can. It depends, as always on what sort of character you want to create of course, but if you choose the divine path when you are making your character then you must be willing to use points to make your Wis high enough to be granted high-level spells. As with the Bard if you have a 11 Wis you have access to 1st level spells (12 for 2nd level spells etc.)

Something to keep in mind is the choosing of your characters clerical domains. Each domain will grant the Cleric additional abilities. These Domains (Good, Law, War, Earth, Protection, Luck etc) can further individualize your character from other Classes and indeed, other Clerics. Having a good idea of what your character is when you are making him or her should making the selection of what Domains that much easier.

The other important ability to consider is Cha. Cha is used to determine how many times per day a Cleric can try to turn undead and how powerful His or her effect is. Normally a character get to attempt three turns a day plus his or her Cha modifier. For example if you have a Cha of 12 your modifier is +1 and thus you get an additional turn undead account per day. Depending on how much you wish focus on this ability you should consider how many points you put into Cha when you create your character.

The other thing to consider is taking advantage of the fighter side of the Cleric. Since Wis is the only class specific ability you need to worry about when you are creating your Cleric it is a good idea to think about how you want to focus on the fighter elements of being a Cleric. For example, you get to cast spells while wearing armor with no penalty, so you need not worry about taking heavier armor for better protection.

Abilities on Level Up

Base Attack Bonus: +3/4 per level.
Saves: Reflex and Will favored.

  1. Turn Undead, Domains*

Caenyr-specific Improvements

    The following spells are no longer available to clerics automatically:

    • Greater Restoration
    • Mass Heal
    • Resurrection
    • Heal
    • Harm
    • Destruction
    • Implosion
    • Divine Favor
    • Battletide
    • Divine Power

    When taking your first level of cleric, you can unlock some of these spells by choosing your Mastery domain. There are three domains to choose from:

      Master of Healing
      In addition to the original Healing domain, this domain will give you access to Heal (level 5), Greater Restoration (level 7), Mass Heal (level 8 ) and Resurrection (level 9). Clerics with this domain are the only clerics who can heal players to full health with a single spell.

      Master of Destruction
      In addition to the original Destruction domain, this domain will give you access to Harm (level 5), Destruction (level 7) and Implosion (level 8 ). Clerics with this domain are the only clerics with access to the most powerful destructive spells.

      Master of Battle
      In addition to the original Strength domain, this domain will give you access to Divine Favor (level 1), Divine Power (level 3) and Battletide (level 4). Clerics with this domain are the only clerics who can buff themselves to skyrocketing heights during combat.

    In addition to your Mastery domain, you will also be able to select a normal domain. For reasons mentioned above, the Strength, Destruction and Healing domains are not available.

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