Clerics spend most of their days on the road, seldom calling any one place home for very long. They are wanderers, following a path of Faith outside the confining walls of churches, temples, or monasteries. This does not mean they are rebels or deviants of the Faith, for they can go places where more formal agents of Faith cannot. Most Clerics see it as their solemn duty to spread word of their Faith far and wide, carrying it with them in whatever adventure, quest, or war they get caught up in.
Their experiences in this vast and often violent world leaves them tough and combat ready. Clerics are comfortable standing toe-to-toe with a foe while calling for blessings from the heavens, controlling undead minions, assaulting the enemy with primal forces, or warping their opponents minds. This has garnered them a reputation as Warrior Priests, making them a welcome ally among bands of adventurers and even military battalions, though at a cost of the odd sermon preached on the eve of battle. While their individual messages may vary depending on the culture they hail from or the Faith they profess, Clerics believe that if they are to send men to their death, either fighting by their side or striking them down with their own hand, they should send them on prepared for whatever awaits them in the afterlife.
As Clerics gain more experience on the open road they tend to equip themselves with heavier armor, realizing that sometimes a well-made coat of plate mail can turn a blade better than a prayer. Clerics also prefer blunt weapons so that when they are forced to take up arms against a foe, they may yet have a chance to share their Faith when that foe lies broken at their feet. While comfortable in a variety of roles, Clerics excel in the thick of battle, even if they are not actively attacking. This makes them excellent tanks and front line healers, capable of holding the line against insurmountable odds. However, they are not restricted to a support role and are also very adept at casting offensive Faith powers while engaged in combat.
Typical Roles: Tank, Healer, Support/Utility, Melee Damage, Ranged Damage
Damage Types: Physical, Faith (Holy, Demonic, Psionic, Primal)
Class Mechanic: Vigor and Faith
Available Races: High Elf, Dwarf, Gnome, Halfling, Human, Half-Elf, Kayden, Minotaur, Centaur
Initial Gold: varies by race from 110.3 to 183.8
During Character Creation you may choose to use the Default Stat Line, before racial modifiers, instead of rolling for stats, or if after rolling ten sets of stats you don’t like the results
Natural Armor Proficiency: Cloth, Leather
Trainable Armor Proficiency: Mail
Natural Weapon Proficiency: Knives, Bludgeons, Staves
Trainable Weapon Proficiency: Bludgeons (2-Handed), Whips, Shields
Class Passive Skill: Warrior Priest
Class Secondary Skill: (choose one) Commander, Teacher, or Combat Specialist (of Cleric’s choice)
note: If wishing to specialize in a particular combat style that requires weapons that the Cleric does not have as a starting proficiency, you may save the point to be spend at a later date
Clerics use the following chart for leveling up:
HP Dice: Regular 1d10, 1d8 (Small), 1d12 (Large)
- Re-calculate Vigor Max each level
- New vigor abilities require training unless they are upgrades (i.e. Offensive Stance -> Improved Offensive Stance), see Learning New Vigor Abilities for details
- Max Faith Powers Known does not include Tier 0 powers (i.e. Prayers/Rituals/Systems/Mantras)
- Leveling up only increases the capacity for known Faith Powers, to actually learn new powers see Learning New Faith Powers for details
Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see Specialist Skills). Clerics may choose to specialize their skills in up to one weapon use, one combat style and/or one faith discipline, but can not have more than two specializations in total.
- Max one Weapon Specialist skill (choose from: Knives, Bludgeons, Staves, Whips)
- Max one Combat Specialist skill (choose from: Sword and Board, Freehand, Great Weapon, Paired Weapon, Freestyle, Peltast, Warder, Mounted)
- Max one Faith Specialist skill (choose from any Discipline associated with your Faith Path)
Clerics gain titles based on their deeds and reputation both on and off the battlefield. This system of gaining titles is referred to as Renown. Foremost, they wish to spread word of their Faith far wide throughout the land, by this they are most well known.
The standard Renown based title ups for Clerics are as follows:
A Heretic is one of the most hated a reviled outlaw titles for faith classes. These individuals have broken the most sacred doctrines of their faith, choosing to dabble in forbidden powers, or choosing to follow a faith path of their own making. While a Faith class may be able to hide these practices for a time, even maintaining other Titles, once found out they are either immediately branded Heretics or labelled so after a trial of some kind. The most militant orders will then seek to execute the Heretic as an example, while more lenient Orders may simply force the Heretic into exile. While a Heretic may escape the immediate wrath of his former Order, nothing will spare him from the attention of Zealots of the Faith.
- Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed, most often as a result of being caught using Forbidden powers and/or mixing of powers
Rewards & Consequences:
- Gain Tiers at the minimum level requirement for non-outlawed titles (with the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic)
- can use any Faith powers they choose (except for Opposing Faith Powers)
- Religious Orders may attempt to execute you or at least exile you
- if surviving will still be pursued by Witch Hunters