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character_classes:cleric

Cleric

Ability minimums: None
Prime requisite: WIS
Hit Die type: 1d6
Combat aptitude: Semi-martial
Maximum level: 14
Armour: Any, including shields
Weapons: Any blunt weapons
Languages: Alignment, Common

Clerics are adventurers sworn to the service of a deity. They are trained for battle and channel the power of their deity.

Divine Magic

See Spells for full details on divine magic.
Holy symbol: A Cleric must carry a holy symbol (see Adventuring Gear).
Spell casting: Once a Cleric has proven their faith (from 2nd level), the character can pray to receive spells. The level progression table (below) shows the number of spells a Cleric can memorise, based on their experience level. See Cleric Spell List.
Using magic items: As spell casters, clerics can use magic scrolls of spells on their spell list (of any level). They can also use items that may only be used by divine spell casters (e.g. some magic staves).
Magical research: See Magical Research. A Cleric of any level can spend time and money on magical research. This allows them to create new spells or other magical effects associated with their deity. When a Cleric reaches 9th level, they are also able to create magic items.
Deity disfavour: Clerics must be faithful to the tenets of their alignment, clergy, and religion. Clerics who fall from favour with their deity may incur penalties.

Holy Doctrine

The edicts of clerics’ holy orders forbid them from using weapons that have a sharp, cutting edge or stabbing point.

Turning the Undead

Clerics can invoke the power of their deity to repel undead monsters they encounter. The player rolls 2d6, and the referee then consults the table below, comparing the roll against the HD of the type of undead monsters targeted. See also Turning the Undead.

Cleric Turning the Undead

Hit Dice of Monster Type†
Level 1 2 2* 3 4 5 6 7–9
1 7 9 11
2 T 7 9 11
3 T T 7 9 11
4 D T T 7 9 11
5 D D T T 7 9 11
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 T T
10 D D D D D D D T
11+ D D D D D D D D

*: 2 HD monsters with a special ability (an asterisk next to their HD rating—see Monster Hit Dice Notation).
†: At the referee’s option, the table may be expanded to include more powerful types of undead monsters.

Turning Table Results

–: The turning fails.
Number: If the 2d6 turning roll is higher or equal, the turning attempt succeeds. Effects as per T, below.
T: The turning succeeds. 2d6 HD of undead flee from the area if possible, and will not harm the Cleric.
D: The turning succeeds. 2d6 HD of undead are destroyed—instantly and permanently annihilated.
Excess Hit Dice: Rolled HD that are not sufficient to affect a monster are wasted.
Minimum effect: At least one undead monster is always affected on a successful turning.
Mixed groups: If turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first.

After Reaching 9th Level

A Cleric may construct a stronghold or temple. If the Cleric is in favour with their deity, the construction costs are halved, due to divine aid.
When the stronghold or temple is complete, 5d6 × 10 fighters of level 1–2 will arrive to serve the Cleric. These followers are completely devoted to the Cleric, never checking morale. The referee decides which followers are 1st and 2nd level, as well their combat role (e.g. archers, infantry, etc.).

Cleric Level Progression

Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4 5
1 0 1 19 [0] 11 12 14 16 15
2 1,500 2 19 [0] 11 12 14 16 15 1
3 3,000 3 19 [0] 11 12 14 16 15 2
4 6,000 4 19 [0] 11 12 14 16 15 2 1
5 12,000 5 17 [+2] 9 10 12 14 12 2 2
6 25,000 6 17 [+2] 9 10 12 14 12 2 2 1 1
7 50,000 7 17 [+2] 9 10 12 14 12 2 2 2 1 1
8 100,000 8 17 [+2] 9 10 12 14 12 3 3 2 2 1
9 200,000 9 14 [+5] 6 7 9 11 9 3 3 3 2 2
10 300,000 9+1* 14 [+5] 6 7 9 11 9 4 4 3 3 2
11 400,000 9+2* 14 [+5] 6 7 9 11 9 4 4 4 3 3
12 500,000 9+3* 14 [+5] 6 7 9 11 9 5 5 4 4 3
13 600,000 9+4* 12 [+7] 3 5 7 8 7 5 5 5 4 4
14 700,000 9+5* 12 [+7] 3 5 7 8 7 6 5 5 5 4

THAC0: Attack matrix row to use. (Ascending AC attack bonus in [].)
*: Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.

character_classes/cleric.txt · Last modified: by 127.0.0.1

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