Backpack holds:
5 Days of rations
Waterskin
Flask (empty)
50' Rope
Grappling hook
5 Flasks of oil
2 Iron spikes
Flint & steel
Lantern
5 Torches
Small sack
200gp
10sp
5cp
Base Speed 25' (due to heavy armor)
Known Spells:[+4 Caster Level Checks]
Blessing:
The cleric beseeches the blessing of his god in order to succeed in his endeavors. If cast on an ally of a one step different alignment, the caster check is made at a -1 penalty, if upon an ally with opposite alignment, the caster check is at a -2 penalty. Casting under auspicious circumstances (i.e. temple of the cleric's god, on a sacred holiday or with a holy relic, etc) the referee may allow a bonus of +1 to +4 to the caster roll. Likewise, casting a blessing spell under inauspicious circumstances might inflict a penalty in the same manner.
Self 12-13: +1 to attack rolls for 1 turn
14-17: +1 to attack & damage rolls, saves, skill & spell checks for 1 turn
18-19: +2 to attack & damage rolls, saves, skill & spell checks for 1 turn
20-23: +['dice=Bonus]1d3+1[/dice] to attack & damage rolls, saves, skill & spell checks for 1 turn; holy aura radiates out from the cleric to a distance of 5' and all allies within the glow receive the same blessings so long as they remain within the aura
24-27: +['dice=Bonus]1d3+1[/dice] to attack & damage rolls, saves, skill & spell checks for 1 turn; holy aura radiates out from the cleric to a distance of 10' and all allies within the glow receive the same blessings so long as they remain within the aura
Ally 12-13: +1 to attack rolls for 1 round
14-17: +1 to attack rolls for 1 turn
18-19: +1 to attack & damage rolls, saves, skill & spell checks for 1 turn
20-23: +2 to attack & damage rolls, saves, skill & spell checks for 1 turn
24-27: +['dice=Bonus]1d3+1[/dice] to attack & damage rolls, saves, skill & spell checks for 1 turn
Object 14-17: Transforms a vial of liquid to holy water (1d4 vs unholy creatures) that lasts for 1 day
18-19: As above OR bless a small amulet to grant its wearer a +1 bonus to saves for 1 day
20-23: As EITHER of the above OR bless a weapon to strike as a magical +1 (+2 vs unholy) weapon for 1 day
24-27: As ANY of the above, with the following changes: holy water is permanently blessed, amulets grant a +2 bonus to saves, and weapons are at +2 (+3 vs unholy) magical bonus
Detect Evil:
The cleric holds up his holy symbol and detects emanations of evil within a ray that extends straight out (5' wide, and 60' (or more) ahead of the symbol. The definition of 'evil' generally encompasses Chaotic creatures, those that are 'unholy to the cleric', and those with clearly harmful intent. Hidden creatures are not revealed, but does give the cleric an idea of their general location.
Range: 60' radius from cleric (or varies); Duration: 6 Turns; Casting Time: 1 Action; Manifestation: A heavenly chorus trumpets strident tones of warning whenever the cleric views an evil creature.
12-13: Creatures of opposite alignment are potentially detected, as well as objects inherently dangerous in nature (such as traps and cursed weapons). Evil creatures receive a Will save vs. spell check DC to remain undetected by this spell.
14-17: As above, but no Will save is allowed and all creatures of opposite alignment are automatically detected.
18-19: As previous entry, but the range of the spell is 120' in all directions from the cleric.
20-23: As previous entry, but the range of the spell is 180' and evil creatures and objects shine with an unholy light, visible to cleric and his allies both.
24-27: As previous entry, but the cleric also knows the intent of 'non-evil' creatures with harmful intent - for instance a mindless but aggressive spider, or a hungry bear.
Paralysis:
The light of the cleric's deity prevents his enemies from raising a hand to perform baleful deeds.
Range: Touch (or varies); Duration: 1 Round (or varies); Casting Time: 1 Action; Manifestation: An ethereal gray mist swirls around the target of the spell.
12-13: The cleric's hands and melee weapons are charged with the energy of paralysis. The cleric must make a normal attack on the next round, and if it hits the enemy takes normal damage and must make a Will save vs. spell check DC or be unable to move or take any actions for ['dice=Duration]1d6+1[/dice] rounds.
14-17: As above, but spell duration is ['dice=Spell Duration]1d4+1[/dice] rounds instead of a single round.
18-19: As previous entry, but the paralysis effect extends to melee weapons and ranged weapons.
20-23: The cleric designates a single creature within 30' and paralyzes it with a word. If the creature is 2HD or less there is no save, but if the target has 3 HD or more, it gets a Will save vs. spell check DC or is completely paralyzed for ['dice=Duration]1d8+1[/dice] rounds.
24-27:The cleric designates up to three targets within 30' and paralyzes all of them. If the creatures are 4HD or less there is no save, but if a target has 5 HD or more, it gets a Will save vs. spell check DC or is completely paralyzed for ['dice=Duration]2d6+1[/dice] rounds.
Protection From Evil:
The cleric calls upon his deity to protect him from harm. He is protected even if he is not aware of the danger. The definite of 'evil' is based on the clerick: generally it encompasses creatures of opposed alignment, those unholy to the cleric's deity, and those with clear harmful intent. Depending on the strength of the spell, it miay detect even more subtle dangers. This spell may be reversed to protect from good.
12-13: The cleric receives a +1 bonus to saves made against evil effects, creatures, un-dead, demons and other beings unholy to his faith.
14-17: As above, but also attacks rolls made against the cleric by such creatures are at -1 penalty.
18-19: As previous entry, but also wounds suffered by the cleric are reduced by 1 point per die (to a minimum of 1 point per die).
20-23: As previous entry, but the protection also extends to all of the cleric's allies standing within a 10' radius.
24-27: As previous entry, but the bonuses and penalties are now 2, and the protection also extends to all of the cleric's allies standing within a 20' radius.
Holy Sanctuary:
The cleric invokes a place of sanctuary where he and his allies are safe from harm.
Range: Self or more; Duration: 1 round or more; Casting Time: 1 Action; Manifestation: An angelic halo.
12-13: Enemies find it difficult to focus on attacking the cleric, suffering a -2 penalty to their attack rolls if they make the attempt.
14-17:Enemies are compelled to focus their attacks against other targets, as long as they can reasonably be targeted instead. Creatures may attempt a Will save vs the spell check DC to avoid this compulsion and make an attack - though no save is needed if there is not another target available. This effect lasts for 1 turn and is immediately dispelled if the cleric attacks or takes any aggressive action.
18-19: Enemies are compelled to focus their attacks against other targets, as long as they can reasonably be targeted instead. Creatures may attempt a Will save vs the spell check DC to avoid this compulsion and make an attack - even if the cleric is the ONLY target available. This effect is immediately dispelled if the cleric attacks or takes any aggressive action.
20-23: Enemies are compelled to focus their attacks against other targets, as long as they can reasonably be targeted instead. Creatures of 3 HD or less cannot attack the cleric under any circumstances. Creatures of 4 HD or more may attempt a Will save vs the spell check DC to avoid this compulsion and make an attack - even if the cleric is the ONLY target available. This effect is immediately dispelled if the cleric attacks or takes any aggressive action.
24-27: The cleric can create a holy sanctuary that includes himself and up to two allies within 5' - who must both remain within that space until the spell ends to remain protected. Enemies are compelled to focus their attacks against other unprotected targets, as long as they can reasonably be targeted instead. Creatures of 3 HD or less cannot attack the cleric or his protected allies under any circumstances. Creatures of 4 HD or more may attempt a Will save vs the spell check DC to avoid this compulsion and make an attack - even if the cleric and his protected allies are the ONLY targets available. This effect is immediately dispelled if the cleric or his protected allies attack or take any aggressive action.
Lay On Hands:
With a successful caster level check, may heal damage to any living creature - excepting extraplanar creatures, constructs, animated objects and of course the undead - by physically touching the wound and concentrate for 1 action. Healing a living agent of Chaos may only be done under dire circumstances, and only for a good reason.
[+3 Caster Level Checks]
Turn Unholy:
With a successful caster level check (modified by current Luck score), may brandish the holy symbol to 'deter' the following unholy creatures: Undead, Demons, Devils, Chaotic Extraplanar, Monsters, Chaos Primes, Chaotic Humanoids and Dragons.
[+3 Caster Level Checks]
Current Disapproval 1
Atonement Required None
Languages Common, Lawful
Birth Augur Born on the Battlefield [Luck 17; +2 to damage rolls]
Background:
Grew up a poor chicken farmer by the name Clucky, with six brothers and two sisters. Born somewhere in the middle (even he wasn't sure exactly where, and his parents were just as uncertain as the years rolled past), he always had a streak of luck that seemed to follow him. Three of his brothers and his mother died of the plague, and though his father and the rest of his siblings survived, they endured long-term effects that affected their health badly. But Clucky avoided that fate. In the following years, a sister and another brother died during a goblin attack on their farm. He was left for dead, but survived with no permanent harm. He was even bitten by a rabid fox and somehow survived with no ill effects.
Despite all this, he was sorely unhappy with his lot in life and eventually left to follow a series of dreams that promised him 'something better', by a mysterious Lady in Blue. What followed was an adventure that quite nearly killed him and seemed to eat up what luck he had left - like the proverbial cat that had used up all it's nine lives. But the experience DID change him, though not as he'd expected. After learning the Lady in Blue was a powerful Chaos Lord, intent on bringing harm to the world after he and others unwittingly freed her demonic ally, Clucky was visited by a goddess of Law. Though she had two faces and wore a blindfold, her teachings touched the young farmer's heart and he swore to serve as her warrior priest - for he had become no stranger to combat during his adventure. Changing his name to Clancy the Just, he now fights against the agents of Chaos wherever he finds them, protecting the innocent and bringing justice to those that cannot claim it for themselves.
THE HOLY DECREES OF JUSTICIA:
1st decree: Justice must be blind, but always righteous.
2nd decree: You must remain stout and righteous in the face of chaos and sin.
3rd decree: Everyone sins. Not everyone repents.
4th decree: Mercy is for those who truly deserve it.
5th decree: Some sins are heavier than others. Your hands are the scales that weigh them.
6th decree: The faithful must study the Laws, for only the knowing hammer can strike true.