PRIEST-CLERIC Class Description: Clerics are priests of the common folk and the blessed and ordained voice of their church in the world. They believe that others can easily be shown the true course in life through example and debate. Not tied to any specific hierarchy, these itinerant priests are free to wander far and wide from their temples. Many adventuring priests, seeking to avoid the strictures of church hierarchy, choose this kit. Clerics generally preach tolerance among conflicting religions and deities, promoting meditation over religious strife, but in all cases the very core of their creed is to serve as missionaries, spreading the 'good word' of their faith far and wide. This is usually best accomplished by inspiring words and righteous action (in the eyes of his or her faith), but this is not to say that Clerics cannot fight, and they will not hesitate to do so when confronted with a threat to themselves, their respective faith, or their people. Clerics enjoy the blessings of their deity in the form of a variety of granted powers (often including the ability to turn or command undead) and spell spheres, though they must also adhere to certain codes of behavior, including restrictions on weapons, armor, and magical items. Clerics use the Cleric advancement table, have eight-sided hit dice, and use priest THAC0 and saving throws. They begin play with 2 weapon and 4 non-weapon proficiency slots, gaining new weapon slots every 4 levels and new non-weapon slots every 3 levels. Clerics can be of any race except for half-ogres and can be of any alignment and must have a Wisdom score of at least 9. It should be noted that that in addition to these very generic requirements for Clerics individual religious faiths may require a wide variety of ability score and/or alignment restrictions for entry into the priesthood. In addition, some faiths (especially highly lawful faiths with restrictive moralistic codes of behavior) will not have true Clerics per se, but may require their members to be Orthodox Priests or Zealots (see below). Weapons & Armor: As per the deity in question. Special Benefits: A Cleric gains access to spell spheres and granted powers (possibly including turning or commanding undead) based on his or her religious faith. These special powers are highly variable, but all Clerics also receive the following benefits: Ceremony: Clerics undergo training not only in the tenets of the faith but also in the ceremonies that accompany them. As a Cleric advances in level, he or she learns the proper forms and gains the right through his or her church to perform more and more complicated ceremonies, as described below: 1st coming of age, burial, marriage 3rd dedication, investiture, consecrate item 5th ordination, special vows 7th consecrate ground 9th excommunication Coming of age is a blessing upon a young male or female indicating full adulthood; the age varies by culture, usually from 12 to 25 for humans Burial is a ritual blessing upon a buried corpse Marriage joins in the eyes of the church (and often in legal terms) two people in a permanent relationship Dedication officially sanctions a new believer as an accepted member of the faith Investiture must be done upon a new cleric ready to start 1st level; it also is frequently done when conferring a noble title or a religious or political office Consecrate item is performed upon an item to be dedicated to (un)holy use Ordination allows a priest to take stewardship of a congregation of believers or to lead others in the faith Special vows is like investiture, but is a necessary part of most conferrals of knighthood or for consecrating the services of Paladins of the faith Consecrate ground is performed before a holy building or structure is built or to sanctify a graveyard Excommunication casts someone forcibly out of the faith and marks them as a traitor to all true believers Any of these ceremonies requires one full hour to perform, and usually a donation is asked for in return for providing these services. In general terms, these ceremonies have no game mechanical effect and are purely symbolic, but at the DM's option he or she can require a Ceremony/Ritual proficiency check at the time the ceremony is performed, with a successful check indicating a minor benefit. In any case, a Ceremony performed by a priest can be revoked by another priest of higher level. Church Affiliation: Though a Cleric is not tied to any specific temple or monastery, he or she can always request free food and lodging at any temple or monastery of his or her faith. Food and lodging for characters travelling with the Cleric can usually also be arranged, either free or for a nominal fee. A Cleric who elects to establish a place of worship of significant size for his or her deity will automatically attract a cadre of dedicated followers (see Ceremony) above. This place of worship can be built at any time, but no followers will be attracted unless the Cleric is at least 8th level. These followers will arrive gradually, over the course of several weeks, until a total of 20-200 of them have arrived, all of them faithful followers of the Cleric's deity and willing to 'spread the good news' from the Cleric's new temple and to fight to defend it if necessary. The Cleric is of course free to hire others to assist with temple functions or as troops, but they will not be as loyal as this group of nearly fanatical followers. Note that if a Cleric of 9th level or above chooses to build a stronghold or castle, he or she may do so with official approval from the church hierarchy. In fact, they will underwrite half the cost of construction of such a fortress, assuming that the place is dedicated to the service of the Cleric's deity and contains all appropriate trappings of a religious edifice. Of course, a Cleric can hold property or build anything he or she wishes prior to attaining 9th level, but such must be done without official church sanction and without their direct support. Inspire: Once per day, prior to making an attack, a Cleric can spend 2-5 (1d4+1) rounds boosting the morale of his or her companions with an uplifting sermon about the rectitude of their cause and expressions of confidence for their success. The Cleric must make a Charisma check with a +1 bonus for every three levels of experience (rounding up) at the end of this time, and if it succeeds all affected companions will gain a +2 bonus to morale and saves vs. fear for 3d4 rounds and in addition will gain a +2 bonus to their first attack roll during this time. Any dedicated follower of the Cleric's deity (see Ceremony above) gains double the normal bonus from this ability. A Cleric can Inspire up to one companion per level of experience (dedicated followers of a Cleric, including those attracted when building a fortress, do not count against this total), and all must be within 10 yards of the Cleric while he or she delivers this exhortation. It cannot be attempted in the midst of battle or if the Cleric's companions are distracted or occupied by other activity. A Cleric of 11th level or above can attempt to use this ability to speak with a voice of divine authority. To use this skill, the priest must speak loudly and clearly for a full round. This will automatically Inspire all allies within 10' per level of the Cleric. In addition, it has a 5% chance per level of the Cleric over 10 to act as an enthrall spell (no save if fewer than 5 HD/levels, otherwise a save vs. spells allowed) with respect to every creature who can hear the Cleric's voice, regardless of whether they can understand the Cleric's language. Mindless creatures, undead, creatures immune to charm-type spells, and creatures with Wisdom of 19 or higher are unaffected by this; anti-magic barriers and magical silence will also block this effect. The Cleric can hold an audience enthralled for up to one hour (see the spell description for effects) and can utter a single mass suggestion (q.v.) to all creatures enthralled through the use of this power. No saving throw is allowed, but it affects only creatures who have already been enthralled. In addition, creatures must be able to understand the Cleric's language in order to be subject to suggestion. This special enhanced Inspire ability can be attempted only once per week. Special Hindrances: A Cleric must abide by any and all behavioral strictures or codes of conduct demanded by his or her religious faith. In addition, that faith may restrict his or her choices of weapons, armor, magical items, and spell use. A Cleric's 1st and 2nd level spells are gained through ritual prayer and faithfulness and can be gained on virtually any plane of existence and require only that the Cleric fulfil the letter of his or her obligations and perform a reasonable amount of faithful service. A priest's 3rd through 5th level spells, however, are granted through proxies or minions of his or her deity, and these spells may or may not be available on certain planes, due to the inability of a priest to contact these divine emissaries and request magical aid from them. In addition, Clerics who are perhaps not as faithful as they ought to be or who have strayed a bit from the true path may find their access to these spells restricted or denied until such time as they have 'gotten their house in order'. Spells of 6th and 7th level are granted directly by the caster's deity and therefore may need to be justified in terms of how their use will advance the faith; Clerics misuse such powerful magics at their peril. Likewise, a Cleric who has not been exceptionally devout and fervent in their service to their faith should be rightly hesitant about requesting spells of this level, as their deity might well punish them severely for their temerity in asking for their divine aid while only paying lip service to their calling. Like 3rd to 5th level spells, 6th and 7th level spells are often not available on other planes due to the Clerics inability to contact his or her deity. In addition to this lack of access to spells on other planes, a Cleric's magical powers may also be decreased in effectiveness on other planes due to the distance between a Cleric and his or her divine power source. Required Proficiencies: Ceremony/Ritual, Religion Preferred Proficiencies: Alms, Ancient History, Chanting, Endurance, Healing, Herbalism, Languages (any), Local History, Reading/Writing, Spellcraft