Tags
B/X, BECMI, BX, Classic Fantasy, Classic Rules, Cleric, Divine Magic, Magic, old school, old school renaissance, old school revival, Panzoasia, Priest, Priestess, Romantic Fantasy, spell list, Spells
Here’s a concisely-presented version of the revised Cleric Class I posted last week. This presentation eliminates much of the flavor text specific to the Panzoasia setting (especially the 9th and 14th Level Destinies). This entire block of characteristics could be printed on the flip side of a character sheet for easy reference.
CLERIC
A militant religious warrior granted special abilities by the Divine Powers.
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Ability Rolls: Str: 1d10+8 | Int: 3d6 | Wis: 1d8+10 | Dex: 3d6 | Con: 3d6 | Cha: 3d6 |
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Hit Dice: d8 per Level, until 9th. Add 3 Hit Points per Level thereafter. |
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To-Hit-AC 0 [Attack Bonus]: 19 [+0] Improves by 1 point at 2nd, 4th 6th, 8th, 10th, 12th, and 14th Level. |
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Saving Throws: Death-13 | Wands-14 | Paralysis-15 | Breath Weapon-16 | Spells-12. Target numbers decrease by 1 point at 2nd, 4th 6th, 8th, 10th, 12, and 14th Level. |
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Alignment: Lawful, Chaotic, or Good. Player Character Clerics may not be Evil. |
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Starting Age: 20+d4 |
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Starting Language(s): Western Common. (+Alignment Language if used) |
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Armor and Weapon Familiarity: Cleric can identify all common arms and weapons, and can discern quality and materials with an Intelligence Check. Can use any armor, and any weapons not prohibited according to Alignment. (See Prohibited Weapons below). |
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Heal an Ally: Cleric can restore Hit Points equal to own Experience Level. Usable a number of times per day equal to the Cleric’s Experience Level.
Recipient must have have lost Hit Points fighting by by Cleric’s side. |
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Perform Miracles: Total Levels worth per day equal to Cleric’s Experience Level minus 1.
Maximum Level of Miracle allowed is equal to half Experience Level of Cleric.
Cleric can perform any Miracle on the list of Clerical Miracles (up to maximum Level allowed) without prior preparation, but cannot perform the same Miracle more than once per day. Cleric must be at be at least 2nd Experience Level to Perform Miracles. |
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Religious Knowledge: Cleric automatically recalls facts regarding own Alignment and religion (including Planar Spirits of own Alignment). Can make Intelligence Check to recall similar knowledge relating to other Alignments, religions, and their Planar Spirits. |
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Turn Undead: Wisdom Check to overcome 2HD worth of Undead per Cleric’s Experience Level.
Lawful Clerics make Undead cower, Chaotic Clerics make them confused, Good Clerics make them flee, and Evil Clerics can command them. Effect lasts 1 Round per Cleric’s Experience Level. Undead with 4 or less HD than Cleric must Save versus Spells or be destroyed. At 10th Level, Cleric can affect Planar Spirits of other Alignments. |
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Prohibited Weapons: If Lawful, cannot use missile weapons or poison. If Chaotic, all weapons must be based on tools with other uses (spiked clubs, hammers, etc). If Good, cannot use edged weapons or poison. If Evil, cannot use blunt weapons. |
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Spiritual Obligations: Must always zealously follow own Alignment, fight the opposite Alignment, seek to convert others, and obey superiors in Clerical organization. |
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Experience Point Requirements per Level (or Minimum Hours Played): |