Clerics are humans who have dedicated their lives to serving divine powers. They train in arms and armor (though their faith prohibits them from using sharpened weapons) and they are also capable of calling on the divine powers they serve to perform miracles. These miraculous powers are commonly used to heal the sick or the injured, or to protect good creatures against evil ones.
Cleric Overview:
Clerics gain the Holy Tongue of their faith and Literacy as bonus languages.
Prime Requisite: Wisdom
Hit Dice: D6
Save Bonuses: F+3, A+3, C+3, D+3, H+7, W+5
Base Progression: 1/2 (+1 per 2 levels)
Armour Allowed: Any
Weapons Allowed: Blunt weapons only
Class Restrictions:
Clerics use a d6 to determine their hit dice; after 9th level they gain 1 additional hit point per level. They may use any type of armor and shield, but may only use blunt weapons. A Cleric must uphold the tenets of his faith and may lose some or all of his divine abilities if he fails to live up to the standards of his religion. Wisdom is the prime requisite for Clerics.
Special Ability: Spell Use:
Clerics gain the use of spells. They must choose a type of spellcasting, either priestly or prophetic (see magic for details). Once chosen this type does not change. They do not need to make this choice until they actually can cast spells. Clerics get the Life specialization, meaning they always can cast a spell as a cure spell, even if they have prepared a different spell.
Special Ability: Detect Evil - 1 in 6:
Clerics have the ability to detect "evil"; specifically undead creatures, necromantic magic, and otherworldly evil. He can also detect "good" with this ability, i.e. life-giving magic and divine forces. He can do this at will with a 1 in 6 chance of success. This chance increases by 1 in 6 for every three levels beyond first the Cleric attains, to a maximum of a 5 in 6 chance at 13th level. The cleric gets to add his WIS to his total level when calculating his chance to detect evil. Normally a detection roll of 6 is always a failure, but the table goes above 6 because sometimes there are penalties to making these rolls.
Special Ability: Laying On Hands - 1d4HP once per day:
Clerics also have the ability to heal others by 'Laying On Hands.' Laying On Hands heals 1d4 points of damage. A Cleric can do this once per day at 1st level, and one additional time per day for every three levels he has attained beyond 1st. Once a Cleric reaches seventh level once per day he may use a use of his Lay On Hands ability to cure disease instead.
Special Ability: Turn Undead - 2d6+2:
Clerics can attempt to Turn Undead at will. How effective this is depends on the Cleric's level. When the cleric attempts to Turn Undead, roll 2d6 and add the cleric's WIS. A roll of 8 or 9 allows the Cleric to turn undead creatures with one less hit die than the cleric's level. A roll of 10 or 11 allows the Cleric to turn undead creatures with the same number of hit dice as the cleric's level. A roll of 12 or higher allows the Cleric to turn undead creatures with one more hit die than the cleric's level. Undead creatures with two or more hit dice greater than the Cleric's level are never affected, while undead creatures with two hit dice less than the cleric's level are automatically turned. Undead creatures with four hit dice less than the cleric's level are destroyed instead. Note that unintelligent undead, such as skeletons and zombies, count as having one less hit die than they actually have for the purposes of this roll (so a 1 hit die skeleton counts as a zero hit dice creature!).
Once it has been determined if the attempt is successful, the Cleric must roll another 2d6, again adding the Cleric's WIS. This is the number of hit dice of undead creatures that are affected. The weakest undead creatures are affected first. If the number of affected hit dice does not evenly divide between existing creatures, round fractions up.
WEAPONS: Maul; Mace; Sling & 10 Sling Bullets in pouch.
EQUIPMENT: Backpack (holds: Waterskin, Wineskin c/w 1 Quart of Wine; Tinderbox, Ball of Twine; Torches x6); Small Sack; Holy Symbol (worn); Scroll Case (belt)