Cleric

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((Please note that clerics do not receive armor proficiencies.))

Belief in the Overseers is undeniable. However, while for most people personal belief is enough, there are those that wish to help others along their own spiritual journey. These men and woman, called Clerics, believe so powerfully in their Overseer that they contribute their lives to helping others find them as well, acting as both spiritual servants and teachers. While the calling of the followers of the Overseer are many, the calling to be a cleric is for a select few. Many Clerics enter the Church, as preachers to the masses; others wander from city to city, going out into the masses to both demonstrate and teach of their convictions; others still fight in the name of their deity, winning battles and glory in their name.

Clerics are often charismatic and wise. They must both move their followers in speech and impart knowledge on those that would seek it. The Overseers endow these 'shepherds of the people' with a small part of their awesome power, including the ability to channel their energy to perform 'miracles'. Good Clerics channel their energy for Good, protecting those whom are weak, and vanquishing those whom are evil. Evil Clerics destroy those whom are too weak to take care of themselves, and seek ultimate power for both themselves and their Overseer. Neutral Clerics often try to maintain the balance between the two, believing that just as the natural world maintains balance, so too must the spiritual world. Clerics show the captivating power of their deity to those whom will follow, and the destructive power to those whom would threaten their beliefs and the Overseers themselves. Many find the calling of the Cleric through the church, and take years of discipline and religious understanding to reach their vocation in full. Some find their calling through tragedy, often with a loss so great that they dedicate themselves to an Overseer to either avenge the loss or fill it instead with faith. Others still do not seek the Overseers at all, but are in turn chosen by the Overseers and given their gifts for a purpose beyond them. There is no set 'way' to become a cleric, the only requirements are an intense relationship and unwavering belief in one's Overseer.

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Hit Die: d8

Base Attack Bonus: Medium

High Saves: Fortitude and Will

Weapon Proficiencies: Simple weapons

Armor Proficiencies: NONE [note: heavy armor progression over four levels for those who use heavy armor]

Skill Points: 2 + Int modifier per level, x4 at first level.

Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore, Parry, Spellcraft, Knowledge Arcana, Knowledge History, Knowledge Religion, and Knowledge Planes.

Spells: A cleric casts divine spells which are drawn from the cleric spell list. A cleric must choose and prepare his spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st level spells, and so forth.).
Please see Spellcasting Progression and Spellpoints.

Domains: Clerics specialize in two areas of magical expertise called domains. These domains are selected when first becoming a cleric and cannot be changed. Domains grant added spells and sometimes a free feat or special ability. Our list of spells for each domain has been expanded as of September 18th, 2011 - please see the updated list.

Turn Undead: Any cleric has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol. A cleric can rebuke or destroy undead creatures.

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