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.

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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%
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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.

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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.

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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. 

 

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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.

Neutral Alignment

N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

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. The rate is 5 SA = 2 moral points.

Neutral Alignment

Level 1: 5 SA = 2 moral points
Level 2: 5 SA = 4 moral points
Level 3: 5 SA = 6 moral points
Level 4: 5 SA = 8 moral points

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

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.

Neutral Alignment

N/A: only one level

This is a Tier 5 skill

Level 1: 125/250

Demonic Protection 10 SA

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

Dark Alignment

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

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Detect Lies 5 SA

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

Neutral Alignment

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

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Divine Protection 10 SA

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

Light Alignment

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

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Dogma N/A

If the enemy targets you, the enemy must make a will check at 15% penalty to attack you instead of itself. So if the enemy's will is 100, the enemy must roll 85 or less. If they enemy's will is 25, the enemy must roll 22 or less. The penalty is doubled if the priest is a servant of Taal.

Neutral Alignment

N/A: only one level

This is a Tier 6 skill

Level 1: 150/300

Exorcise 10 SA

Allows you to free people from possessions by using your Will with a +10 bonus. If you are a priest of Kymara, increase your bonus with your Runic Soul.

Light Alignment

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

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Fear 10 SA

Causes targets to need to make a will check or run from you for 1d4 rounds. If you are a priest of Joasri, Spector, or Zodo, add your Runic Soul as a penalty to their will check.

Dark Alignment

N/A: only one level

This is a Tier 3 skill

Level 1: 75/150

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. Double the duration if you are a priest of the Four Winds.

Light Alignment

N/A: only one level

This is a Tier 5 skill

Level 1: 125/250

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

Holy Hands 25 SA

Either remove the effects of poison by touch or cause 1d6 HP poison (non-stacking) by touch. If you are a priest of Spector, the poisoning increases to 1d8.

Neutral Alignment

N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Identify Curse 10 SA

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

Neutral Alignment

N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

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. If you are a Priest of Arameas, this becomes an aura effect, affecting yourself and anyone right next to you.

Neutral Alignment

N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

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.

Neutral Alignment

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

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Iron Will 15 SA

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

Neutral Alignment

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

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Laying Hands 5 SA

You can harm or heal a target that you touch by your Runic Soul + 1d6. Double the effect if you are a priest of Nikolai.

Healing the target only is considered Light Alignment

Healing and Harming is considered Neutral Alignment

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

This is a Tier 1 skill

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

Miracle Touch 10 SA

15% chance to either restore or remove 1d4 Mortality Points by touch. Double the effect if you are a priest of Nikolai.

Healing the target only is considered Light Alignment

Healing or harming is considered Neutral Alignment

Level 1: 15%, 1d4; 10 SA
Level 2: 25%, 2d4: 20 SA
Level 3: 35%, 3d4; 30 SA
Level 4: 45%, 4d4; 40 SA

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

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.

A priest of Joasri increases the penalty by 1d6. A priest of Zodo increases the penalty by 1d4 and the area of effect to 4x4.

Dark Alignment

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

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Negative Energy 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. If you are a priest of Joasri increase the penalty by 1d4.

Dark Alignment

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

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

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. If you are a priest of Nikolai increase the bonus by 1d4.

Light Alignment

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

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Prayer 45 SA

The effects of this skill depend largely upon your character's deity. This can only be used once a battle.

Arameas: targets with negative alignments will receive Runic Soul HP damage. Targets with positive alignments will restore HP, SA, and EP by Runic Soul. Those with neutral alignments are ignored. Light Alignment

El Anon: You and your allies armor and weapons restored, enemies dazed for 1d6 rounds and you and allies will not have to roll to hit for 1d6 rounds. Neutral Alignment

Joasri: The great trickster responds by whispering into the minds of all but the priest, asking for a sacrifice of 100 HP, allies and enemies. Those who refuse must make a will check. If they fail the will check, they begin to hallucinate and begin to attack themselves to try and rid themselves of the monsters they imagine are on them. The temptation then comes in the second round where they are promised that they would be cured of their fears if they would sacrifice 200 HP. If they refuse, the will continue to attack themselves and hallucinate for two more rounds. Dark Alignment

Kymara: You and your allies HP, SA, and EP is restored by 1.5 x your runic soul, any possessions, negative status effects, and mind control is removed as well. Ky'Yurei may (with luck check) embody the priest's weapon doubling its attack power and causing instant death to anyone of a negative alignment for 1d6 rounds. Light Alignment

Nikolai: Beams of light batter the battlefield and the enemies, appearing very much like lightning bolts. All enemies are dealt 12d% damage, though if they have reflective armor such as glass the light will be reflected harmlessly away. All enemies will also suffer visual instability for the remainder of the battle, having to make perception checks to move or act. The priest and his or her allies are unharmed. Light Alignment

Norvus: Spiritual energy washes over you increasing your Offense and Fortitude by your runic soul temporarily for 1d6 rounds. Neutral Alignment

Ova: You call upon the power of Ova to protect you and your friends. She does so by providing all of you a protective layer of magical tree bark which covers your abdomen, legs, chest, and arms. This natural armor gives you a Defense and Spirit of 1d% for 1d6 rounds. Neutral Alignment

Spector: You call upon the power of Spector, the god of death, asking for him to vanquish your enemies. His power comes onto the battlefield to judge your enemies. Each enemy must roll a 1d6. If they roll a 6, they are instantly killed. If they roll a 1, they are restored completely.  Any other number is multiplied by 1d20 (per target) and dealt against them as HP damage. Neutral Alignment

The Four Winds: You call upon the power of the four winds to help you in combat. The four winds respond, with Eros giving your weapon an extra 1d% magic damage plus 1d10 stackable poison damage. Zephyr blesses your feet giving you double movement. Solara blesses your armor so that is neglects 20% of any physical or magical damage. Tyria increases your reflexes letting you make a second attack action. This all lasts for 1d6 rounds. Neutral Alignment

Zodo: Your weapon, whatever it may be, in empowered by the powers of the forsaken realm of Xodod and its destructive magic. Every attack you do with your weapon sends a black flame copy to every other enemy target, doing the same attack and same amount of damage. Furthermore, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 1d%. Once the duration of the summon is over, your weapon returns to normal. This lasts for 1d6 rounds. Dark Alignment

Taal: All enemy targets must roll a 1d6. If the target rolls a 6, the target falls instantly asleep, and is unable to awaken for a for 1d6 rounds, no matter what happens to the target. Light Alignment

N/A: only one level

This is a Tier 6 skill

Level 1: 150/300

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.

Neutral Alignment

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

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Reading the Scriptures 30 SA

Grants self and those in a 3x3 area immunity to any kind of control for 1d4 rounds. Double duration and area of effect if you are a priest of Kymara.

Light Alignment

N/A: only one level

This is a Tier 5 skill

Level 1: 125/250

Religious Might N/A

Damage done against opposite alignment targets doubled and always crit.

Either Light Alignment or Dark Alignment - cannot be neutral

N/A: only one level

This is a Tier 6 skill

Level 1: 150/300

Religious Sanctuary 10 SA

Grants self and those in a 3x3 area +10 to Will against possession, fear, and rage for 1d4 rounds. If you are a priest of Kymara, increase the bonus by 1d6 and the area of effect by 1.

Neutral Alignment

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

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Reviving Hands 10 SA

15% chance to revive the recently dead by touch. The target must have mortality left and this skill must be used within 3 rounds of death to work. If used against the undead, including spirits, there is a 15% chance that the undead target will cease movement, basically being dead again. Increase chance by 5% of a priest of Nikolai.

Light Alignment

Level 1: 15%; 10 SA
Level 2: 25%: 20 SA
Level 3: 35%; 30 SA
Level 4: 45%; 40 SA

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

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. 

Light Alignment

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

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Sense Alignment 5 SA

Can sense alignment of target within 10 feet of you. If a priest of Taal double the range and target can't mask alignment.

Neutral Alignment

N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Sense Emotion 5 SA

Can sense emotion of target within 10 feet of you. If a priest of Taal double the range, sense intent as well.

Neutral Alignment

N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Sigil Identify 10 SA

Recognize and understand the meaning of a sigil and to what deity or religion it belongs to.

Neutral Alignment

N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Spirit Armor 10 SA

Coats armor of self with spirit energy giving +5 Runic Spirit for 1d4 rounds. If a priest of Zodo increase spirit by 1d6.

Neutral Alignment

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

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

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. If you are a priest of Zodo, increase spirit by 1d6.

Neutral Alignment

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

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

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. If you are a priest of Kymara, Nikolai, or Zodo, increase the restoration by 1d6.

Light Alignment

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

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Spirit Guard 10 SA

Grants +5 to Saving Grace for 1 day to self. If you are a priest of Kymara or Spector, increase this by 1d4.

Neutral Alignment

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

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Spiritual Communication 2 SA

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

Neutral Alignment

N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Spiritual Glow 4 SA

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

Neutral Alignment

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

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Summoning 45 SA

This powerful skill allows you to summon forth a spiritual being. Depending upon your Runic Soul check, the summoning can vary.

  • Spiritual Gift: Must roll Runic Soul or below. With this summon you call upon the spirit of your ancestors to empower you. They do so by making it easier for you to use your skills. All of your spells are reduced by 1 runic casting speed and you have a bonus of 5 to all skill, spell, and stat check rolls. After 1d10 hours you return to normal. Used once per day.
  • Spiritual Attack: Must roll Runic Soul -5 or below. With this summon you call forth the spirits of your ancestors to help you in battle. The ancestors are enraged at those who dare to attack you, and rush forth across the battlefield doing 5d% magical damage to every enemy target. Used once per battle.
  • Spiritual Summon: Must roll Runic Soul -15 or below. With this mighty summon you call upon the ancient spirits to come and assist you and your allies in battle. A great and terrible ancient chimera comes forth from the spirit realm to fight along side you and your allies. Each round the chimera will melee attack an enemy of your choice or blow spiritual flame at all enemy targets. The melee attack is 3d% melee damage per hit with three hits for a total of 9d% damage, each hit can go to a different target. The spiritual flame will do 7d% magic damage. The duration of the summon is 1d8 rounds. Used once per battle.

Neutral Alignment

N/A: only one level

This is a Tier 6 skill

Level 1: 150/300

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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
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Submitted by mythus on Mon, 11/15/2021 - 00:08