Profession: Cleric
Starting Gear: A robe of choice, a steel rod, and a holy book.
Pay Rate: N/A
Starting Bonuses: 60 character points at character creation and 10 light and 10 order points
Bonuses:
  • Starts with Glamour at level 1, and Sense Alignment
  • Can make a influence check to decrease the costs of items and services by 20%
Penalties:
  • Cost to acquire Thief Skills increased by 70%
Weapon & Armor Types:
  • Can only use light and small weapons like knives and daggers, small swords, throwing weapons, projectile weapons, rods, staffs, and whips.
  • Cannot use shields

You have devoted your life to your deity and the service of your church. In order to protect your religion and its followers, you will stop at nothing.

The Cleric Profession is all about serving one's god or gods, above all else - even the law and one's self.

  Back to top

1) Starting Bonuses and Penalties

You already know that playing as a cleric grants you 60 character points during character creation and starts you with 10 light and 10 order alignment points. However these are not the only benefits a cleric receives.

  • Starts with Glamour at level 1, and Sense Alignment.
  • Can make a influence check to decrease the costs of items and services by 20%
  • Cost to acquire Thief Skills increased by 70%
  Back to top

2) Effects on Weapon Usage

Clerics are stalwarts of faith and godliness. They tend to abhor combat, but in order to do the will of their god they have trained themselves how to use certain weapons. Therefore, they can only use light and small weapons like knives and daggers, small swords, throwing weapons, projectile weapons, rods, staffs, and whips.

  Back to top

3) Effects on Armor Usage

Clerics typically only wear cloth armor, but can wear any armor if they have the armor skill. Clerics cannot use shields.

Back to top

4) Character Point Rate

Clerics are students of the divine. They study things of a spiritual nature and fight steadfast in the name of their chosen deity.

The Cleric's character point rate is:
  • Mental x 0.03; with an additional +0.25 for every level in Religious Sanctuary
  • A cleric who gets every skill in the Glamour skill chain at level 1 gets to roll a 1d% increased by Mental as a percentage for extra character points.
  • A cleric who gets every skill in the Glamour skill chain at level 4 gets to roll  2d% increased by Mental as a percentage for extra character points.
  • A cleric's End of Session Bonus rate is your character point rate increased by 1/2 Will. So if your character point rate is 1.5 and your Will is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing. 

 

Back to top

5) Skills

Clerics specialize in skills that deal with spirituality. Any of the skills listed below would have their costs cut in half.

5.1) Cleric Skills Progression 

5.2) Cleric Skills

Skill Stat Cost Description Level Effects Cost to Acquire
Calming Aura 10 SA

Removes and prevents the effects of rage or fear from self and allies in a x1x area for 10 SA

N/A: only one level

In Profession: 25
Out of Profession: 50

Conversion 5 SA

The SA Cost of the skill is used to give the target 2 moral points to the alignment of your choice per level of mastery. You can place those moral points in light, dark, order, or chaos. 

Level 1: 5 SA
Level 2: 10 SA
Level 3: 15 SA
Level 4: 20 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Curse of Tongues 40 SA

Causes enemies in a 3x3 area around you to be unable to move and have half evade and runic speed for 1d3 rounds.

N/A: only one level

In Profession: 25
Out of Profession: 50

Demonic Protection 10 SA

A demon of Xodod protects you and allies from 4d20 damage and counters half damage.

Level 1: 4d20; 10 SA
Level 2: 8d20; 20 SA
Level 3: 12d20; 30 SA
Level 4: 16d20; 40 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Detect Lies 5 SA

Can tell if someone is lying to you by making a Perceive check with a +10 to Perceive. 

Level 1: +10; 5 SA
Level 2: +20; 10 SA
Level 3: +30; 15 SA
Level 4: +40; 20 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Divine Protection 10 SA

A holy spirit protects self and all allies for a total of 1d% damage.

Level 1: 1d%; 10 SA
Level 2: 2d%: 20 SA
Level 3: 3d%; 30 SA
Level 4: 4d%; 40 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Dogma N/A

If the enemy targets you, the enemy must make a will check at 50% penalty to attack you instead of itself. So if the enemy's will is 100, the enemy must roll 50 or less. If they enemy's will is 25, the enemy must roll 13 or less. 

N/A: only one level

In Profession: 25
Out of Profession: 50

Exorcise 10 SA

Allows you to free people from possessions by using your Will with a +10 bonus.

Level 1: +10; 10 SA
Level 2: +20; 20 SA
Level 3: +30; 30 SA
Level 4: +40; 40 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Fear 10 SA

Causes targets to need to make a will check or run from you for 1d4 rounds. This is considered a dark aligned cleric skill.

N/A: only one level

In Profession: 25
Out of Profession: 50

Gift of Tongues 40 SA

Grants self and those in a 3x3 area (allies and enemies) double of each action type (can attack twice, use two potions, move twice, etc), double runic speed, and double movement for 1d3 rounds. 

N/A: only one level

In Profession: 25
Out of Profession: 50

Glamour 5 SA

Gives the illusion of good aura and grants a +5 to Influence for 1 hour. 

Level 1: +5; 5 SA
Level 2: +10; 10 SA
Level 3: +15; 15 SA
Level 4: +20; 20 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Identify Curse 10 SA

Allows you to identify any curse and its properties by sight.

N/A: only one level

In Profession: 25
Out of Profession: 50

Inner Peace N/A

Grants you the benefits of rage and not the negatives when in rage. This skill doesn't give you the rage status effect. Instead, should you become enraged or get the rage status effect, because you possess this skill you will only get the benefits and not the negatives.

N/A: only one level

In Profession: 25
Out of Profession: 50

Intimidation 5 SA

Makes you appear more intimidating giving you an extra 3 to Influence and targets a -3 penalty to Will when using Glamour. This is seen as a more dark aligned cleric skill.

Level 1: +3, -3; 5 SA
Level 2: +6, -6; 10 SA
Level 3: +9, -9; 15 SA
Level 4: +12, -12; 20 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Iron Will 15 SA

+10 to Will and an extra +5 to Influence per level of mastery for 1 day.

Level 1: +10, +5; 15 SA
Level 2: +20, +10; 30 SA
Level 3: +30, +15; 45 SA
Level 4: +40, +20; 60 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Laying Hands 5 SA

You can harm or heal a target that you touch by your Runic Soul + 1d6.

Level 1: 1d6; 5 SA
Level 2: 2d6; 10 SA
Level 3: 3d6; 15 SA
Level 4: 4d6; 20 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Misreading the Scriptures 10 SA

Causes enemies in a 3x3 area around you to need to make a will check with a 5 penalty or be controlled by you for 1 round.

Level 1: -5; 10 SA
Level 2: -10; 20 SA
Level 3: -15; 30 SA
Level 4: -20; 40 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Negative Effect 5 SA

Causes enemies in a 3x3 area around you to have a 5 penalty to any skill roll or stat check. The area of effect lasts for 2 rounds.

Level 1: -5; 5 SA; 2 rounds
Level 2: -10; 10 SA; 4 rounds
Level 3: -15; 15 SA; 6 rounds
Level 4: -20; 20 SA; 8 rounds

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Positive Energy 5 SA

Grants self and those in 3x3 area +5 to any skill roll or stat check while in the area of effect. The area of effect lasts for 1 round.

 

Level 1: +5; 5 SA; 1 round
Level 2: +10; 10 SA; 2 rounds
Level 3: +15; 15 SA; 3 rounds
Level 4: +20; 20 SA; 4 rounds

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Prayer 45 SA

The effects of this skill depend largely upon your character's alignment.

Chaotic Good, Lawful Good, or Neutral Good Alignments: all allies are restored 1d% (per target) percentage of their current HP, SA, and EP.

Chaotic Evil, Lawful Evil, or Neutral Evil Alignments: all enemies are drained 1d% (per target) of their current HP, SA, and EP which is dispersed evenly to you and your allies.

N/A: only one level

In Profession: 25
Out of Profession: 50

Purify Object 5 SA

Allows you to break curses on objects, not people. Level of curse that you can break depends on level of mastery of this skill. It is up to the GM to determine how powerful of a curse it is in a level 1 to level 4 system, which should be decided upon when using Identify Curse. Please understand, for some epic cursed objects, this skill will not work.

Level 1: lift Level 1 Curse; 5 SA
Level 2: lift Level 2 Curse; 10 SA
Level 3: lift Level 3 Curse; 15 SA
Level 4: lift Level 4 Curse; 20 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Reading the Scriptures 30 SA

Grants self and those in a 3x3 area immunity to any kind of control for 1d4 rounds.

N/A: only one level

In Profession: 25
Out of Profession: 50

Religious Might N/A

Damage done against opposite alignment targets doubled and always crit.

N/A: only one level

In Profession: 25
Out of Profession: 50

Religious Sanctuary 10 SA

Grants self and those in a 3x3 area +10 to Will against possession, fear, and rage for 1d4 rounds.

Level 1: +10; 10 SA
Level 2: +20; 20 SA
Level 3: +30; 30 SA
Level 4: +40; 40 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Revoke Curse 5 SA

Allows you to break curses on people, not objects. Level of curse that you can break depends on level of mastery of this skill. It is up to the GM to determine how powerful of a curse it is in a level 1 to level 4 system, which should be decided upon when using Identify Curse. 

Level 1: lift Level 1 Curse; 5 SA
Level 2: lift Level 2 Curse; 10 SA
Level 3: lift Level 3 Curse; 15 SA
Level 4: lift Level 4 Curse; 20 SA

 

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Sense Alignment 5 SA

Can sense alignment of target within 10 feet of you.

N/A: only one level

In Profession: 25
Out of Profession: 50

Sense Emotion 5 SA

Can sense emotion of target within 10 feet of you.

N/A: only one level

In Profession: 25
Out of Profession: 50

Spirit Armor 10 SA

Coats armor of self with spirit energy giving +5 Runic Spirit for 1d4 rounds.

Level 1: +5; 10 SA
Level 2: +10; 20 SA
Level 3: +15; 30 SA
Level 4: +20; 40 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Spirit Barrier 10 SA

Coats allies with spirit energy giving +5 Runic Spirit for 1d4 rounds. This skill only works on allies, not yourself. It works on all allies.

Level 1: +5; 10 SA
Level 2: +10; 20 SA
Level 3: +15; 30 SA
Level 4: +20; 40 SA

 

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Spirit Energy 15 SA

Restores self and those in a 3x3 area (ally and enemy) with 5 HP, SA, and EP. The effect lasts for 1d4 rounds. 

Level 1: +5; 15 SA
Level 2: +10; 30 SA
Level 3: +15; 45 SA
Level 4: +20; 60 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Spirit Guard 10 SA

Grants +5 to Saving Grace for 1 day to self.

Level 1: +5; 10 SA
Level 2: +10; 20 SA
Level 3: +15; 30 SA
Level 4: +20; 40 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Spiritual Communication 2 SA

Grants 1 minute to talk to any spirits in the area, whether they are good, neutral, or dangerous.

N/A: only one level

In Profession: 25
Out of Profession: 50

Spiritual Glow 4 SA

Gives the target a -5 Will penalty against you when you are using Glamour.

Level 1: -5; 4 SA
Level 2: -10; 8 SA
Level 3: -15; 12 SA
Level 4: -20; 16 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Summoning 45 SA

This powerful skill allows you to summon forth a spiritual being that you are in communication with. This is different from using an Amina Stone, as you do not have to have this being stored in an amina stone. You do however have to have Spiritual Communication and be in communication with a spiritual being before you can summon it. Depending upon your Runic Soul, the power level of the spiritual being you can summon and what it can do for you can vary.

  • Runic Soul of 1-15: you can summon a weak or common spirit for a short time (1 round of combat) who can set off traps, interact with objects, communicate with others, and distract others
  • Runic Soul of 16-35: you can summon a more powerful spirit for us to 1d6 rounds who can cast simple spells of 1 magic action, element determined by 1d4 roll
  • Runic Soul of 36-60: you can summon a greater spirit who can perform spells costing up to 3 magic actions and can last up to 2d6 rounds, element determined by 1d4 roll
  • Runic Soul of 61+: you can summon angelic beings or demonic beings that can perform any spell of their element for up to 3d6 rounds, element determined by 1d4 roll

N/A: only one level

In Profession: 25
Out of Profession: 50

  Back to top

6) Cleric Growth

As you develop and master skills within your cleric profession, you will become a more capable cleric. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.

6.1) Tier 1: Basic Spirituality

This is the tier level you start out as. The starting bonuses listed earlier apply here.

6.2) Tier 2: Novice Spirituality

To reach this tier, you must acquire all of the skills in the Spiritual Communication skill chain at level 1. As a novice cleric you benefit from the following bonuses:

  • Can make a influence check to decrease the costs of items and services by 30%.
  • Can make a Luck Roll for 2d% shilling donation whenever entering a new town.
  • Add 20% Will to Will as a modifier.
  • +0.5 to Character Point rate

6.3) Tier 3: Skilled Spirituality

To reach this tier, you must acquire all of the skills in the Spiritual Communication skill chain at level 2. As a skilled cleric you benefit from the following bonuses:

  • Can make a influence check to decrease the costs of items and services by 40%.
  • Can make a Luck Roll for 3d% shilling donation whenever entering a new town.
  • Add 10% Will to Influence
  • +0.5 to Character Point rate
  • Merchants, even shady ones, won't try to rip you off.

6.4) Tier 4: Master Spirituality

To reach this tier, you must acquire all of the skills in the Spiritual Communication skill chain at level 3. As a master cleric you benefit from the following bonuses:

  • Can make a influence check to decrease the costs of items and services by 50%.
  • Can make a Luck Roll for 4d% shilling donation whenever entering a new town.
  • Add 25% Will to SA and HP as modifiers.
  • +0.5 to Character Point rate
Back to top
Submitted by mythus on Mon, 11/15/2021 - 00:08