Aderon • Cleric (Public Access: RO Owner:aderon)
Cleric
BAB F/R/W Defense Special
1 0 2-0-2 0 Spell Casting Healer's touch
2 1 3-0-3 1
3 2 3-1-3 1
4 3 4-1-4 2
5 3 4-1-4 2
6 4 5-2-5 3
7 5 5-2-5 3
8 6/1 6-2-6 4
9 6/1 6-3-6 4
10 7/2 7-3-7 5
11 8/3 7-3-7 5
12 9/4 8-4-8 6
13 9/4 8-4-8 6
14 10/5 9-4-9 7
15 11/6/1 9-5-9 7
16 12/7/2 10-5-10 8
17 12/7/2 10-5-10 8
18 13/8/3 11-6-11 9
19 14/9/4 11-6-11 9
20 15/10/5 12-6-12 10
Healer's Touch - The cleric has a number of points = lvl x 4 + cha/day that he can use to help stabilize a person. Add the a number of points up to the maximum to the clerics heal roll to see if the person will stabilize.
Spell Casting: The cleric cast spells by using a number of Divine Power Points (DPP) to invoke his spells. Clerical Spell casting differs from other spell casting as his spells do not have levels. Spells become more powerful for each Spell Power Level he gains. The Cleric spells count as the Spell level listed on the table for purposes of Dispel magic and other effects that require Spell level. To activate any spell it takes the number of DPP that the spell requires in its description. The Cleric gains 1 DPP per Level.
Learning Spells: A cleric starts with 3 random spells. To learn spells further the Cleric must gain knowledge from his order who will only give it to him if he proves worthy. This often involves doing tasks or missions, answering religious questions correctly or any other sort of test the order sees fit. It is also possible for a cleric to stumble upon a spell while adventuring, possibly a prayer book from a fallen cleric of the same order etc... Anytime a new spell is presented the Cleric must spend no less than a week learning it and at the end make a Knowledge Religion test DC 10 + Spell DPP cost, if he fails he must spend another week learning it.
Cleric Spell Power:
1 - DC 10 + 1 + WIS - LVL 1
3 - DC 10 + 2 + WIS - LVL 2
5- DC 10 + 3 + WIS - LVL 3
7- DC 10 + 4 + WIS - LVL 4
9- DC 10 + 5 + WIS - LVL 5
11 - DC 10 + 6 + WIS - LVL 6
13- DC 10 + 7 + WIS - LVL 7
15- DC 10 + 8 + WIS - LVL 8
17 - DC 10 + 9 + WIS - LVL 9
Skills: 4+ Int
General: Knowledge(religion)
Heal, Knowledge(Arcana), Knowledge(History), Diplomacy, Sense Motive, Perception, Swim
Feat Classes:
General:
Destroy/Command Undead - The priest may use a full round action in an attempt to destroy or take command of the undead around him (a 30ft radius). He does 1d6 points of dmg per level and if this equals the undead's current HP he either destroys or takes command of them till the end of combat.
Combat Ready - The cleric, when using the weapon of his Deity, gains a +2 to hit and damage.
Mantle of the Chosen - When the cleric is wearing the garb or armor of his Deity he gains a +1 AVS even if he is just wearing simple cloth.
Ritual for the Dead - It is often the duty of cleric to give passage to those who die. At the cost of 1 DPP he may ask his Deity to protect the soul of a recently dead humanoid, if the humanoid differs in alignment they get a will save LVL + CHA. If the save is failed or none is taken the cleric gains a +2 to hit, damage, Defense and AVS for the rest of the day. This may only be done once per day.
Crusader (Preq. Lawful, Combat Ready) - The crusader is one who belongs to a lawful God and believes in bringing those who offend his god to justice.
2 - Blasphemy! - Any who speak out against the cleric's God or does something to offend him grants the cleric a +2 to AVS vs. That opponent
4- Cuffs of the fallen - If the cleric ever binds a person who has offended his God or broken his laws then the bindings become magical. They require a Strength of 27 to break or a DC 20+Level escape artist check.
6 - Divine Judgment - Any who activate the Blasphemy feat are struck by the God himself, in the style of the god. The enemy must make a REF DC 10 + 3+ WIS or take 1d6 points of DMG per level/half if saved (Max. of 6d6 points of damage). (Preq. Blasphemy!)
8 - Weapon of the Righteous! - A cleric's weapon does +1d6 dmg vs. any who are not lawful. (Preq. Cuffs of the Fallen)
10 - Holy Light - The Cleric may use 1 DPP to activate a blinding light. This light shines for 120ft in all directions and any enemy who is not lawful suffers a -5 to hit and damage. (Preq. Divine Judgment)
12 - Imprisonment - The Cleric may magically imprison someone inside of a square for 1 DPP. The square may be drawn on the ground around that person or be an object in which the person can sit (such as a wagon) or even be an actual room or prison. The spell only stops that person from leaving a confined space and the target gets 1 immediate Will save DC 10 + 5 + WIS(Outsiders receive a -5 ). If that person fails they may not leave for 1day/per level of the Cleric, by any means. While inside the prison the Cleric may choose to allow that person to be magical sustained or to let them go without food and water. The Cleric may only contain 1 person at a time. (Preq. Cuffs of the fallen)
14 - Smite the Fallen - The Cleric may smite his un-lawful foes with the vengeance of his God, costing 2 DPP. The Cleric must declare he is doing so and gains a +5 to hit and + 10d6 DMG no save. 1/day (Preq. Weapon of the Righteous!)
16 - Bound by Honor - The Cleric may force a target to obey to the rules of a given contract, spoken or written. If the Target agrees to do something or follow certain conditions he is bound. The target receives a WILL save DC 10 + 7 + WIS. If the target passes the Cleric is aware the contract is not binding under Divine Rule. The Cleric may only attempt this power once per Contract. If the target Fails and tries to not fulfill the contract they suffer from extreme pain and are unable to think of anything but the contract. If the contract is not fulfilled within 2 weeks of when it was suppose to be the target dies and its soul will be punished upon its death as the God sees fit. (Preq. Imprisonment)
18- Should I die before... - The Cleric is one of the most powerful of his order and should he fall while still in favor of his Deity he will be returned to life. This cost him all pre-memorized spells and remaining DPP. When he rises he will be at half HP and count as wounded even if spells or abilities would normally negate it. It takes 10 minutes for this effect to kick in and will not work if his body is burned. 1/day. (Preq. Bound by Honor. )
20 - Holy Weapon - The Cleric's combat ready weapon gains a +5 to hit and damage bonus vs. unlawful targets. Also vs. Undead or Outsiders the weapon has a chance to Banish/Destroy them DC 10+9+WILL. If the Target saves he may not be effected again for 1 year. It also allows him to cast Smite the Fallen with no DPP cost or Holy Light at no DPP cost. (Preq. Smite the Fallen, Holy Light, Perform a Divine Quest.)
Priest(Preq. Ritual of the Dead)- A priest is one who tends to the temples of his God. He transcribes scripts and performs the daily rituals and services to his God. One such as he ventures forth to spread the belief in his God and seeks to increase his own faith.
2 - Morning Ritual - The priest may gain an additional DPP each day.
4 - Speak no Evil - The priest, at the cost of 1 DPP may Silence a single target if the speak out against his God or beliefs. No save. The silence lasts as long as the Priest is in LoS.
6 - Sanctuary - The Priest may declare a single person to be under the protection of his God (or 1 person/per level if within one of his temples). This Person must not directly oppose his Gods alignment. If any attempt to attack this person they must roll a WILL save DC 10+ 3+ WIS or be unable to attack that person in any way for the rest of the day. (Preq. Morning Ritual)
8 - Strength of the Lord - The Priest may call upon power of his lord to strengthen him in times of need. He may call forth an additional 1d4+1 DPP, which he may immediately use. However, the following day he loses the same amount of DPP and may not call forth strength again that day. (Preq. Morning Ritual)
10 - Favored - The Priest may now gain an additional 2 DPP each day. (Preq. Strength of the Lord.)
12- See no Evil - At the cost of 2 DPP the Priest may banish a target who activates the Speak no Evil feat from the mortal plane for a time. The target receives a WILL save DC 10 + 5 + WIS. If the target fails they disappear for 1 minute and take 100 damage. When they reappear, if they are not dead, they automatically count as being near death even if powers or abilities would prevent it. 1/day (Preq. Speak no Evil)
14 - Protection of the Lord - The Cleric receives a permanent + 5 AVS as the lord blesses him with his protection. (Preq. Favored. )
16 - Damnation - Any who activate the See no Evil feat may instead be Damned at the cost of 4 DPP. Should they fail a WILL save DC 10 + 6 + WIS , They will die and their soul be forever tortured in Hell. 1/day (Preq. See no Evil)
18 - Ritual of his Divine Glory - The cleric now receives an additional 4 DPP each day(Preq. Favored. )
20 - Shield of Divine Power - The Cleric may negate incoming damage at the cost of 1 DPP.(Preq. Protection of the Lord.)
Prophet - A prophet is one who tells others the word of his Deity and shows others the way to salvation and safety.
2 - Divine Prediction - The Prophet sees things before they happen and as such he may use 1 DPP to protect himself or an ally from an untimely end. If the target goes below 0 they are automatically stabilized.
4 - Divine Warning - The Prophet is warned of danger before it strikes him and may roll a DC 5+incoming damage WILL save instead of a AVS.
6 - Locate - The Prophet has been given the blessing of sight from his lord. He may attempt to locate someone 1/day. The Cleric must know the targets name and a fairly accurate description of him or have something that belongs to the target. The target receives a WILL save DC 10 + 3 + WIS, if he fails the target can see where he is, what is around him, what he is doing and what direction he is in. (Preq. Divine Prediction)
8 - The Lord's Plan - 1/day the Cleric may gain a +20 to hit on a single attack or gain a +20 Defense rating that last until he is attacked for the first time after casting. (Preq. Divine Warning)
10 - Commune - The Prophets has obtained the right to communicate directly to his lord and ask him questions in times of need. At the cost of 5 DPP the Prophet may ask 1 question/per level.
12 - Reveal - The Prophet receives a +10 bonus to sense motive VS bluff and a +5 Will save vs. illusions or mind effecting spells. (Preq. Lord's Plan.)
14 - Evil among us - The Prophet can feel those who oppose the will of his Lord or are of an opposing alignment. Also at the cost of 5 DPP he may make it so that the target is unable to hide, turn invisible, use any form of dimensional of movement magic, illusion magic, bluff or use mind effecting spells as long as they are within LoS of the Prophet. (Preq. Commune)
16 - Ever Seeing - The Prophet may use The Lord's Plan up to 3 times a day. (Preq. The Lord's Plan)
18 - Light in the Dark - The Prophet has been granted the power to see through the greatest of deceptions. He always passes all saves vs. Illusions, is granted a +20 bonus to sense motive vs. Bluff and may see through any darkness, magical or not, with normal vision. (Preq. Reveal.)
20 - As it is written - The Prophet's ability to see what is to come has empowered him far beyond a normal person. Any person who attempts to harm the Prophet receives a -20 to hit. Also if the Prophet is not wearing armor he receives a +12 AVS which cannot be reduced in any way and works even against things that ignore AVS. (Preq. Light in the Dark. )
True Believer (Preq. Mantle of the Chosen) - A True Believer is a Cleric that devotes himself to his Deity and to his will. He believes in nothing that is not in his Lord's Plan or that is not a part of his will.
2 - Shield of Faith - The Cleric receives a permanent +2 Deflection bonus to DEF and REF.
4 - Servant of the Lord - The Cleric is a devout servant of his Deity and seeks only to become closer to him. In return for his devotion the Deity has blessed the Cleric with a permanent +2 AVS bonus.
6 - False Power - For 1 DPP the Cleric receives a Spell Resistance of 5+ Level for the rest of the day. (Preq. Shield of Faith)
8 - Unshakeable Faith - The Cleric becomes immune to Mind effecting spells. (Preq. Servant of the Lord.)
10 - Divine Power - The Cleric may invoke the power of his lord to help him in combat. At the cost of 3 DPP 1/day the Cleric will be empowered with a +10 to hit and damage +5 AVS and deal an additional 1d8 DMG per attack. This last until the end of combat and takes 1 FRA to activate. (Preq. False Power.)
12 - Armor of Faith - The Cleric becomes immune to death effects and spells. (Preq. Unshakeable Faith)
14 - Keeper of the Faith - The Cleric has been granted the ability to allow others of like mind to be imbued with his power. Any spell that he can cast can instead be held by another but still cost him the DPP to upkeep. This does not work with feats.
16 - By his Will - The Cleric is capable of taking those who draw power from false deities or use arcane magic and rendering them powerless. Any enemy cleric who opposes his Deity or arcane caster can be affected. At the cost of 3 DPP the cleric may attempt to seal away their powers. The Target gets a WILL save 10 + 6+ WIS, if they fail they are cursed and unable to cast spells until they find a way to remove the curse. This may only be attempted once per target. (Preq. Divine Power.)
18 -Fire Walker - The Cleric has become immune to fire or lightning. (Preq. Armor of Faith)
20 - Avatar- The Cleric has proven his undying faith in his Lord and his will. The Cleric may never die from old age and becomes difficult for mortal weapons to wound. He obtains a 15/Magic DR and a 10+Level Spell resistance bonus. Also should he ever die he will rise once more within the nearest temple of his Lord in 3 days but loses 1 point of Constitution. Should he attempt to abuse this power or use it recklessly, his Deity may choose to not allow him to come back.