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Cleric Class: Description

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Cleric Class
Description
The Cleric uses powers granted to them by supernatural beings to achieve magical ef-
fects. The supernatural beings are often treated in the game sense as deities, or, to use the KoDT
term, “gawds.” The beings have an agenda of their own, and power to spare for those who in
some way advance that agenda while giving a strong commitment of themselves to the super-
natural being.
In addition to these powers, the typical adventurer behaves as a member of a martial or-
der, using force of arms to combat their opponents. A set of common rules govern the use of arms
by the clerics of the different sects that place limitations on the weapons and armor that can be
used by members of the cleric class.
The cleric character believes that the wisest course of action for normal people to
achieve their goals in the game world is to ally themselves with these supernatural powers (spe-
cifically, with the supernatural power that they themselves serve.) They believe that not doing so
is a sign of bullheaded pride, ignorance, or sheer stupidity. In a world where one can see tangible
evidence of the influence of the gawds, it seems foolish to not follow the most righteous among
them. (As a counter-argument, there are many people in the world who believe that the gawds
themselves are merely beings within a universe created by some even higher power, and that
their powers are not sufficient to demonstrate that the gawds are themselves divine. The cleric’s
usual retort is that if there is some greater power, then why is there no direct evidence of that
power as there is of the various gawds themselves?)
The cleric will use their powers to their utmost to aid and support other followers of their
gawd. They will willingly aid and support other members of the same alignment as themselves
and their gawd. They will also use their power where they think that using that power may help
another learn to accept their gawd, their precepts, or their alignment. And they will also use their
powers to advance the cause of their gawd.
The cleric will believe firmly in their gawd’s doctrine, though they may not accept all of the
embellishments to that doctrine espoused by their gawd’s followers, even those that are superior
to them within their order. Instead, they may hold to their own counsel or seek answers from the
guidance of the gawd themselves on specific issues which are not central to their doctrine.
All orders’ doctrines demand a payment of a tithe from their clerics to an established insti-
tutional power within the religion. Clerics will likewise seek to obtain tithes from those around
them who are receiving ongoing benefits from the cleric’s work. At the dungeon master’s option,
non-clerics who pay a full tithe to the cleric’s order may receive bonuses on their rolls with respect
to spells cast on them by clerics of that order (e.g. +1 to Cure Light rolls, an additional turn of du-
ration to Bless spells, etc.)
Players playing clerics should incorporate the views of their power’s doctrine into their
character’s outlook on life, since these views are every bit as integral to the character of the cleric
as their ability to cast spells and wield arms.

Requirements
Race:
Any race may play a cleric, though their choice of supernatural power to follow may be
limited as a result of their race. All racial advantages that are not specifically tied to the skills of
another class are maintained.

Characteristics:
Characters must have an wisdom of at least 9 to be a cleric, and it is recommended that
they have an wisdom of 12 or higher.
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Selection of Order
The cleric may select the specific supernatural power that they wish to serve at any time
until they reach the position of Deacon (3rd level.) When they accept the office of Deacon, they
must have a specific order to which they belong in order to obtain the benefits of being a Deacon
(they operate as a 2nd level character until they select and enter an order.)
Until that time, they may declare themselves as serving either Law or Chaos (through
their choice of alignment), and may make tithing payments to any institution which has the same
alignment as their own.

Tithes
The cleric will be required to pay a tithe to an institutional power within their order. The
tithe will be 10% of all increase in the cleric’s material wealth. This includes the value of any ob-
jects which the cleric obtains, estimated to the best of their abilities, as well as the value of any
moneys they obtain.
This institution will typically be headed by a Bishop or higher power. Any expenses in-
curred in paying the tithe are expected to be borne by the cleric. Likewise, any further use of
funds by the cleric for the sake of the works of the sect are expected to be paid by the cleric out
of their own money after the payment of the tithe, the tithe amount will not be reduced.
If the cleric’s sect does not have an established institution to which payments can be
made, the tithe will be set aside by the cleric for the work of establishing an institution, either of
their own or by another superior member of their order if their work will result in the earlier estab-
lishment of an institution. The cleric will not at any time “dip into” this fund, and in fact will often
place it under the control of a trusted authority to prevent any temptation to do so. The only time
they would spend the money themselves would be when establishing a stronghold to which at
least half of the stronghold’s facilities are dedicated to the uses of their order. Otherwise, they will
save the money until they can turn it over to another member of their order establishing an institu-
tional facility for their order.
Clerics who fail to pay their tithe will begin to lose their spell-casting powers. Tithe pay-
ments must be both full and timely. If the cleric fails to pay long enough that they lose all powers,
they will not only need to pay restitution of tithes not paid but an additional 5% toward welfare
funds of their sect, while continuing to pay current tithes. Typically orders will desire payments of
50% of all of a cleric’s income toward restitution and additional welfare donations until full restitu-
tion has been made. Once restitution payments are in progress, the cleric will receive half of their
normal spell-casting power, and will receive full powers once both full restitution has been made
and a quest of penance has been completed.
As a general guide, typically the loss of powers will begin to occur after tithes have been
left unpaid for one full month of game time, and all powers will be lost when tithes are four months
in arrears, with a loss of about 1/3 of all spell-casting ability for each month that tithes are unpaid.

Starting Conditions
A starting cleric will have the following possessions:
• A worn clerical robe and rope belt, of material appropriate to the climate where the cleric re-
ceived their training.
• A worn hood (a hood with a liripipe and cowl, of material appropriate to the climate where the
cleric received their training.)
• A pair of cloth shoes with thin leather soles.
• One set of appropriate undergarments, including socks.
• A small leather belt pouch, of about 1 dry pint capacity.
• 3D6x10 gold pieces. A tithe on this money is assumed to have already been paid upon leaving
training.
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Cleric Combat

Cleric Combat Attack Matrix


To Hit on D20 Armor Class of Target
Level of Cleric 9 8 7 6 5 4 3 2
1-4 10 11 12 13 14 15 16 17
5-8 8 9 10 11 12 13 14 15
9-12 5 6 7 8 9 10 11 12
13-16 3 4 5 6 7 8 9 10
17+ 1 2 3 4 5 6 7 8

A roll of a “natural 20” (the number 20 appears on the die when rolled, as opposed to a 20 as a
result of modifiers to the die roll) results in a “critical hit.” A critical hit causes any damage done to
be double that rolled for the hit. If the to-hit roll requirement is 19 or higher, no critical hit occurs.

A roll of a “natural 1” (the number 1 or 01 appears on the die when rolled, as opposed to a 1
rolled as a result of modifiers to the die roll) results in a “fumble.” A fumble results in the character
losing the ability to act in the following combat round. If the to-hit roll is 2 or less, no fumble oc-
curs.

Weapons:
Clerics of all orders are restricted from the use of weapons which are designed in such a
way as to cause the spilling of blood.
Clerics may not use edged weapons, including spiked or edged shields or armor. They
also may not use pointed weapons, including pointed missile weapons. If a cleric employs a
crossbow, they must fire stones or blunted bolts as missiles.

Armor:
Clerics may wear any armor, so long as it does not include spikes or cutting edges in its design.
Points which are not designed for thrusting (e.g. the peak of a basinet-style helm) are O.K.

Saving Throws

When struck by the following types of attacks, roll 1D20 to determine whether the full effect of the
attack is taken by the character, or whether the effect is nullified or reduced as noted. Rolling the
indicated number or higher results on no or reduced effects.

Death Ray/ Stoning/ Dragon Staves, Rods,


Level Poison Wands Paralysis Breath & Spells
1-4 11 12 14 16 15
5-8 9 10 12 14 12
9-12 6 7 9 11 9
13+ 3 5 7 8 7
On Save:
No Effect 1/2 No Effect 1/2 No Effect for
for Ray, 1/2 Damage Damage Spells, 1/2
Damage Damage for Staffs,
for Poison Rods

Resurrection:
When an attempt is made to resurrect a character, the given value or lower must be rolled on
percentile dice for the resurrection to be successful. A character can only be resurrected a num-
ber of times equal to their constitution using normal resurrection spells.
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Constitution: 3-6 7-10 11-12 13-14 15 16 17 18 19+


30% 50% 75% 85% 90% 95% 98% 99% 100%

Turning Undead
As an action during their turn in combat, a cleric may attempt to turn away undead crea-
tures, forcing them to flee, or in some cases to be destroyed (dispelled.) Undead which are suc-
cessfully turned will flee for 2D6 combat rounds (2-12 minutes.) After that time, the dungeon mas-
ter may make a reaction roll to see if the undead seek to return to seek the cleric (an aggressive
reaction is obtained on the reaction roll.)
It is worth bearing in mind that undead which have been turned will still be somewhere
about, possibly to be encountered again, if they have net been dispelled by the cleric.

Cleric Turning/Dispelling Undead Matrix


Undead Creature Hit Dice
Cleric Level 1/2 1 2 3 4 5 6 7-9 10-12
1 Acolyte 7 9 11 - - - - - -
2 Minister T 7 9 11 - - - - -
3 Deacon T T 7 9 11 - - - -
4 Vicar D T T 7 9 11 - - -
5 Curate D D T T 7 9 11 - -
6 Bishop D D D T T 7 9 11 -
7 Cardinal D D D D T T 7 9 11
8 Bishop D D D D D T T 7 9
9 D D D D D D T T 7
10 D D D D D D D T T

Numbers on the table are the numbers which must be matched or exceeded on a roll of 2D6 in
order to turn away up to 2D6 undead creatures.
T indicates that the cleric turns 2D6 undead creatures of the indicated hit dice at will.
D indicates that the cleric dispels (destroys) 2D6 undead creatures of the indicated hit dice at will.
- indicates that any attempt to turn undead will have no effect on undead creatures of these num-
bers of hit dice.

Spell Casting

Spells:
Clerics have access to all cleric spells of the spell levels which their experience level al-
lows them to cast. Clerics may cast up to the number of spells at each level available to them at
their experience level each game day.

Casting:
To have a cleric cast a spell, the player announces that the character is casting a spell
and names the spell when that character is able to act. Once the dungeon master acknowledges
that the spell is being cast, the player marks off the casting of a spell of the level of the spell for
that day. If desired, the player may have the character cast a lower level spell in place of a higher
level spell. For example, if the player wishes to have the character cast a first level spell, but has
already cast as many first level spells as they are allowed for that day, they may cast the first
level spell in place of a second or higher level spell, striking off the casting of a spell of the higher
level when they cast the first level spell.
The spell is considered cast even if it fails in its effects.
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Spells Available:
Clerics have the following spells available each day at their level of experience:

Level/Title Can memorize this number of spells of spell level:


1 2 3 4 5 6 7
1 Acolyte 3
2 Minister 3
3 Deacon 3 1
4 Vicar 3 2
5 Curate 4 2 1
6 Bishop 4 2 1 1
7 Cardinal 4 3 2 1 1
8 Patriarch 4 3 2 2 1
9 5 3 3 3 2
10 5 4 3 3 3
11 5 4 4 3 3
12 5 4 4 4 4 1
13 6 5 5 4 4 1
14 6 5 5 5 5 2
15 6 6 6 6 6 2
16 6 6 6 6 6 3
17 7 7 7 6 6 3 1
18 No further advancement in spells

(Levels past 10-11 are included primarily for use with non-player characters, most player charac-
ters will not proceed far past Patriarch before “retirement.”)

Cleric Advancement

The prime requisite of a cleric is wisdom. Clerics receive the following bonuses for prime requisite
scores above 12: 13-14: 5% Bonus, 15+: 15% Bonus. This means that for all experience gained,
an additional amount of experience equal to 5 or 10% of the experience gained is added to that
amount (there is no bonus on experience bonuses, naturally.)

Level Standard Title Experience Points Required Hit Dice


1 Acolyte 0 (8 Hit Points)
2 Minister 1,500 add 1D6 hit points per level
3 Deacon 3000
4 Vicar 6,000
5 Curate 12,000
6 Bishop 25,000
7 Cardinal 50,000
8 Patriarch 100,000
Each Additional Level +150,000 +1 hit point per additional level

Keeps and Retainers

At or above 8th level, the cleric character may establish a stronghold or an institution dedicated to
the supernatural power which they serve. If they dedicate at least half the space within the
stronghold to uses of their order (offices, chapels or other sites for services, granaries/
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storehouses, etc.) then they will receive donations to pay for half the construction of the strong-
hold either through payments from others within their order or who have been served by their or-
der, or through other means, perhaps supernatural or miraculous.
If at any time they fail to maintain at least half of their facilities in the use of their order, ill
effects will befall them until they correct the situation. This includes the possible loss of super-
natural spell-casting powers, inability to use or be affected by magic items of supernatural nature
or by the supernatural spells of others, as well as other effects that may range from really bad
luck to natural disasters to a visitation by an angry “gawd.”

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